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Просмотр полной версии : [Include] a_angles (Вычисление углов)



Osetin
01.01.2014, 13:49
//a_angles.inc
//Geometric angle functions
//Created by:
//Tannz0rz

#if defined _a_angles_included
#endinput
#endif
#define _a_angles_included

#include <a_samp>

stock IsPlayerBehindPlayer(playerid, targetid, Float:dOffset)
{

new
Float:pa,
Float:ta;

if(!IsPlayerConnected(playerid) || !IsPlayerConnected(targetid)) return 0;

GetPlayerFacingAngle(playerid, pa);
GetPlayerFacingAngle(targetid, ta);

if(AngleInRangeOfAngle(pa, ta, dOffset) && IsPlayerFacingPlayer(playerid, targetid, dOffset)) return true;

return false;

}

stock SetPlayerToFacePlayer(playerid, targetid)
{

new
Float:pX,
Float:pY,
Float:pZ,
Float:X,
Float:Y,
Float:Z,
Float:ang;

if(!IsPlayerConnected(playerid) || !IsPlayerConnected(targetid)) return 0;

GetPlayerPos(targetid, X, Y, Z);
GetPlayerPos(playerid, pX, pY, pZ);

if( Y > pY ) ang = (-acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 90.0);
else if( Y < pY && X < pX ) ang = (acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 450.0);
else if( Y < pY ) ang = (acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 90.0);

if(X > pX) ang = (floatabs(floatabs(ang) + 180.0));
else ang = (floatabs(ang) - 180.0);

SetPlayerFacingAngle(playerid, ang);

return 0;

}

stock IsPlayerFacingPlayer(playerid, targetid, Float:dOffset)
{

new
Float:pX,
Float:pY,
Float:pZ,
Float:pA,
Float:X,
Float:Y,
Float:Z,
Float:ang;

if(!IsPlayerConnected(playerid) || !IsPlayerConnected(targetid)) return 0;

GetPlayerPos(targetid, pX, pY, pZ);
GetPlayerPos(playerid, X, Y, Z);
GetPlayerFacingAngle(playerid, pA);

if( Y > pY ) ang = (-acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 90.0);
else if( Y < pY && X < pX ) ang = (acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 450.0);
else if( Y < pY ) ang = (acos((X - pX) / floatsqroot((X - pX)*(X - pX) + (Y - pY)*(Y - pY))) - 90.0);

if(AngleInRangeOfAngle(-ang, pA, dOffset)) return true;

return false;

}

stock AngleInRangeOfAngle(Float:a1, Float:a2, Float:range)
{

a1 -= a2;
if((a1 < range) && (a1 > -range)) return true;

return false;

}

Автор: Tannz0rz.