Code:
#include <amxmodx>
#include <engine>
new Float:oldAngles[33][3];
public client_PreThink(id)
{
static Float:angles[3];
entity_get_vector(id,EV_VEC_v_angle,angles);
if(angles[0] < oldAngles[id][0])
{
client_print(id,print_chat,"UP");
}
else if(angles[0] > oldAngles[id][0])
{
client_print(id,print_chat,"DOWN");
}
if(angles[1] < oldAngles[id][1])
{
client_print(id,print_chat,"RIGHT");
}
else if(angles[1] > oldAngles[id][1])
{
client_print(id,print_chat,"LEFT");
}
oldAngles[id] = angles;
}
However, you'll have to figure out how to account for when angles wrap around.
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