Üdv.
Ez egy olyan fügvény amely lekérdezi azt ,hogy rálcélzol e egy másik játékosra vagy sem.
Készítõ: niCe
#include <a_samp>
#define PRESSED(%0) \\
(((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if (PRESSED(KEY_FIRE))
{
for(new i; i < MAX_PLAYERS; i++)
{
if(IsPlayerAimingAtPlayer(playerid,i) && playerid != i)
{
// ide ,hogy mitörténjen ha az egyik játékos meglövi a másikat
}
}
}
return 1;
}
stock IsHeadshot(playerid, targetplayerid)
{
new Float:x, Float:y, Float:z;
GetPlayerPos(targetplayerid, x, y, z);
return IsPlayerAimingAt(playerid, x, y, z+0.8, 0.2);
}
stock IsPlayerAimingAtPlayer(playerid, targetplayerid)
{
new Float:x, Float:y, Float:z;
GetPlayerPos(targetplayerid, x, y, z);
return IsPlayerAimingAt(playerid, x, y, z, 1.1);
}
Float:DistanceCameraTargetToLocation(Float:CamX, Float:CamY, Float:CamZ, Float:ObjX, Float:ObjY, Float:ObjZ, Float:FrX, Float:FrY, Float:FrZ) {
new Float:TGTDistance;
TGTDistance = floatsqroot((CamX - ObjX) * (CamX - ObjX) + (CamY - ObjY) * (CamY - ObjY) + (CamZ - ObjZ) * (CamZ - ObjZ));
new Float:tmpX, Float:tmpY, Float:tmpZ;
tmpX = FrX * TGTDistance + CamX;
tmpY = FrY * TGTDistance + CamY;
tmpZ = FrZ * TGTDistance + CamZ;
return floatsqroot((tmpX - ObjX) * (tmpX - ObjX) + (tmpY - ObjY) * (tmpY - ObjY) + (tmpZ - ObjZ) * (tmpZ - ObjZ));
}
stock Float:GetPointAngleToPoint(Float:x2, Float:y2, Float:X, Float:Y) {
new Float:DX, Float:DY;
new Float:angle;
DX = floatabs(floatsub(x2,X));
DY = floatabs(floatsub(y2,Y));
if (DY == 0.0 || DX == 0.0) {
if(DY == 0 && DX > 0) angle = 0.0;
else if(DY == 0 && DX < 0) angle = 180.0;
else if(DY > 0 && DX == 0) angle = 90.0;
else if(DY < 0 && DX == 0) angle = 270.0;
else if(DY == 0 && DX == 0) angle = 0.0;
}
else {
angle = atan(DX/DY);
if(X > x2 && Y <= y2) angle += 90.0;
else if(X <= x2 && Y < y2) angle = floatsub(90.0, angle);
else if(X < x2 && Y >= y2) angle -= 90.0;
else if(X >= x2 && Y > y2) angle = floatsub(270.0, angle);
}
return floatadd(angle, 90.0);
}
stock GetXYInFrontOfPoint(&Float:x, &Float:y, Float:angle, Float:distance)
{
x += (distance * floatsin(-angle, degrees));
y += (distance * floatcos(-angle, degrees));
}
stock IsPlayerAimingAt(playerid, Float:x, Float:y, Float:z, Float:radius)
{
new Float:camera_x,Float:camera_y,Float:camera_z,Float:vector_x,Float:vector_y,Float:vector_z;
GetPlayerCameraPos(playerid, camera_x, camera_y, camera_z);
GetPlayerCameraFrontVector(playerid, vector_x, vector_y, vector_z);
new Float:vertical, Float:horizontal;
switch (GetPlayerWeapon(playerid)) {
case 34,35,36: {
if (DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, vector_x, vector_y, vector_z) < radius) return true;
return false;
}
case 30,31: {vertical = 4.0; horizontal = -1.6;}
case 33: {vertical = 2.7; horizontal = -1.0;}
default: {vertical = 6.0; horizontal = -2.2;}
}
new Float:angle = GetPointAngleToPoint(0, 0, floatsqroot(vector_x*vector_x+vector_y*vector_y), vector_z) - 270.0;
new Float:resize_x, Float:resize_y, Float:resize_z = floatsin(angle+vertical, degrees);
GetXYInFrontOfPoint(resize_x, resize_y, GetPointAngleToPoint(0, 0, vector_x, vector_y)+horizontal, floatcos(angle+vertical, degrees));
if (DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, resize_x, resize_y, resize_z) < radius) return true;
return false;
}
Magyarázatok:
-
player az a játékos aki lõ
-
i az összes játékos akire lõnek
- IsHeadshot ha a játékos fejlövést adott akkor ebben a stockban megadhatjuk mitörténjen