Code:
stock traceline( const Float:vStart[3], const Float:vEnd[3], const pIgnore, Float:vHitPos[3] ){
engfunc( EngFunc_TraceLine, vStart, vEnd, 0, pIgnore, 0 )
get_tr2( 0, TR_vecEndPos, vHitPos )
return get_tr2( 0, TR_pHit )
}
stock get_view_pos( const id, Float:vViewPos[3] ){
new Float:vOfs[3]
pev( id, pev_origin, vViewPos )
pev( id, pev_view_ofs, vOfs )
vViewPos[0] += vOfs[0]
vViewPos[1] += vOfs[1]
vViewPos[2] += vOfs[2]
}
stock Float:vel_by_aim( id, speed = 1 ){
new Float:v1[3], Float:vBlah[3]
pev( id, pev_v_angle, v1 )
engfunc( EngFunc_AngleVectors, v1, v1, vBlah, vBlah )
v1[0] *= speed
v1[1] *= speed
v1[2] *= speed
return v1
}
stock get_aiment(id){
new target
new Float:orig[3], Float:ret[3]
get_view_pos( id, orig )
ret = vel_by_aim( id, 9999 )
ret[0] += orig[0]
ret[1] += orig[1]
ret[2] += orig[2]
target = traceline( orig, ret, id, ret )
new movetype
if( target && pev_valid( target ) )
{
movetype = pev( target, pev_movetype )
if( !( movetype == MOVETYPE_WALK || movetype == MOVETYPE_STEP || movetype == MOVETYPE_TOSS ) )
return 0
}
else
{
target = 0
new ent = engfunc( EngFunc_FindEntityInSphere, -1, ret, 10.0 )
while( !target && ent > 0 )
{
movetype = pev( ent, pev_movetype )
if( ( movetype == MOVETYPE_WALK || movetype == MOVETYPE_STEP || movetype == MOVETYPE_TOSS )
&& ent != id )
target = ent
ent = engfunc( EngFunc_FindEntityInSphere, ent, ret, 10.0 )
}
}
if(0<target<=get_maxplayers())
return 0
new classname[32]
pev(target,pev_classname,classname,31)
return target
}