Veteran Member
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03-15-2016
, 20:07
Re: need help at cyclone code.
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#3
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Quote:
Originally Posted by SkumTomteN
That code is private, no support from me
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Here, now it's public
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <fun>
#include <zombieplague>
#define PLUGIN "[CSO] Weapon: Cyclone"
#define VERSION "1.0"
#define AUTHOR "Dias Pendragon"
#define CSW_CYCLONE CSW_DEAGLE
#define weapon_cyclone "weapon_deagle"
#define OLD_W_MODEL "models/w_deagle.mdl"
#define WEAPON_SECRETCODE 20042014
#define V_MODEL "models/v_sfpistol.mdl"
#define P_MODEL "models/p_sfpistol.mdl"
#define W_MODEL "models/w_sfpistol.mdl"
#define DAMAGE 18
#define CLIP 50
#define BPAMMO 200
#define TIME_DRAW 0.75
#define TIME_RELOAD 2.5
#define TIME_ATTACKDELAY 0.025 // 0.085
#define TIME_ATTACKEND 0.5
new const WeaponSounds[7][] =
{
"weapons/sfpistol_shoot1.wav",
"weapons/sfpistol_shoot_start.wav",
"weapons/sfpistol_shoot_end.wav",
"weapons/sfpistol_idle.wav",
"weapons/sfpistol_draw.wav",
"weapons/sfpistol_clipin.wav",
"weapons/sfpistol_clipout.wav"
}
new const WeaponResources[4][] =
{
"sprites/weapon_sfpistol.txt",
"sprites/640hud12_2.spr",
"sprites/640hud104_2.spr",
"sprites/ef_smoke_poison.spr"
}
enum
{
CYCLONE_ANIM_IDLE = 0,
CYCLONE_ANIM_SHOOT,
CYCLONE_ANIM_SHOOT_END,
CYCLONE_ANIM_RELOAD,
CYCLONE_ANIM_DRAW
}
enum
{
CYCLONE_STATE_IDLE = 0,
CYCLONE_STATE_ATTACKING,
CYCLONE_STATE_ENDING
}
// MACROS
#define Get_BitVar(%1,%2) (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2) %1 |= (1 << (%2 & 31))
#define UnSet_BitVar(%1,%2) %1 &= ~(1 << (%2 & 31))
new g_Had_Cyclone, g_Beam_SprId, g_Burn_SprId, g_Cyclone
new g_Clip[33], g_WeaponState[33], Float:g_AttackSound[33], Float:g_CheckAmmo[33]
new g_MsgWeaponList, g_MsgCurWeapon
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
register_forward(FM_CmdStart, "fw_CmdStart")
register_forward(FM_SetModel, "fw_SetModel")
RegisterHam(Ham_Item_Deploy, weapon_cyclone, "fw_Item_Deploy_Post", 1)
RegisterHam(Ham_Item_AddToPlayer, weapon_cyclone, "fw_Item_AddToPlayer_Post", 1)
RegisterHam(Ham_Item_PostFrame, weapon_cyclone, "fw_Item_PostFrame")
RegisterHam(Ham_Weapon_Reload, weapon_cyclone, "fw_Weapon_Reload")
RegisterHam(Ham_Weapon_Reload, weapon_cyclone, "fw_Weapon_Reload_Post", 1)
g_MsgWeaponList = get_user_msgid("WeaponList")
g_MsgCurWeapon = get_user_msgid("CurWeapon")
g_Cyclone = zp_register_extra_item("Cyclone", 15, ZP_TEAM_HUMAN)
//register_clcmd("admin_get_cyclone", "Get_Cyclone", ADMIN_KICK)
register_clcmd("weapon_sfpistol", "Weapon_Hook")
}
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel, V_MODEL)
engfunc(EngFunc_PrecacheModel, P_MODEL)
engfunc(EngFunc_PrecacheModel, W_MODEL)
for(new i = 0; i < sizeof(WeaponSounds); i )
engfunc(EngFunc_PrecacheSound, WeaponSounds[i])
for(new i = 0; i < sizeof(WeaponResources); i )
{
if(i == 0) engfunc(EngFunc_PrecacheGeneric, WeaponResources[i])
else if(i == 3) g_Burn_SprId = engfunc(EngFunc_PrecacheModel, WeaponResources[i])
else engfunc(EngFunc_PrecacheModel, WeaponResources[i])
}
g_Beam_SprId = engfunc(EngFunc_PrecacheModel, "sprites/laserbeam.spr")
}
public zp_extra_item_selected(id, ItemID)
{
if(ItemID == g_Cyclone) Get_Cyclone(id)
}
public zp_user_infected_post(id) Remove_Cyclone(id)
public Get_Cyclone(id)
{
g_WeaponState[id] = CYCLONE_STATE_IDLE
Set_BitVar(g_Had_Cyclone, id)
give_item(id, weapon_cyclone)
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_CYCLONE)
if(pev_valid(Ent)) cs_set_weapon_ammo(Ent, CLIP)
cs_set_user_bpammo(id, CSW_CYCLONE, BPAMMO)
engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, g_MsgCurWeapon, {0, 0, 0}, id)
write_byte(1)
write_byte(CSW_CYCLONE)
write_byte(CLIP)
message_end()
}
public Remove_Cyclone(id)
{
UnSet_BitVar(g_Had_Cyclone, id)
}
public Weapon_Hook(id)
{
engclient_cmd(id, weapon_cyclone)
return PLUGIN_HANDLED
}
public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
if(!is_user_alive(id))
return FMRES_IGNORED
if(get_user_weapon(id) == CSW_CYCLONE && Get_BitVar(g_Had_Cyclone, id))
set_cd(cd_handle, CD_flNextAttack, get_gametime() 0.001)
return FMRES_HANDLED
}
public fw_CmdStart(id, uc_handle, seed)
{
if(!is_user_alive(id))
return FMRES_IGNORED
if(get_user_weapon(id) != CSW_CYCLONE || !Get_BitVar(g_Had_Cyclone, id))
return FMRES_IGNORED
static NewButton; NewButton = get_uc(uc_handle, UC_Buttons)
static OldButton; OldButton = pev(id, pev_oldbuttons)
if(NewButton & IN_ATTACK)
{
NewButton &= ~IN_ATTACK
set_uc(uc_handle, UC_Buttons, NewButton)
if(get_pdata_float(id, 83, 5) > 0.0)
return FMRES_IGNORED
Cyclone_AttackHandle(id, 0)
} else {
if((OldButton & IN_ATTACK))
{
if(g_WeaponState[id] == CYCLONE_STATE_ATTACKING)
{
g_WeaponState[id] = CYCLONE_STATE_ENDING
Cyclone_AttackHandle(id, 1)
}
}
}
return FMRES_IGNORED
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED
static Classname[32]
pev(entity, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, "weaponbox"))
return FMRES_IGNORED
static iOwner
iOwner = pev(entity, pev_owner)
if(equal(model, OLD_W_MODEL))
{
static weapon; weapon = fm_find_ent_by_owner(-1, weapon_cyclone, entity)
if(!pev_valid(weapon))
return FMRES_IGNORED;
if(Get_BitVar(g_Had_Cyclone, iOwner))
{
UnSet_BitVar(g_Had_Cyclone, iOwner)
set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
engfunc(EngFunc_SetModel, entity, W_MODEL)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED;
}
public fw_Item_Deploy_Post(Ent)
{
if(pev_valid(Ent) != 2)
return
static Id; Id = get_pdata_cbase(Ent, 41, 4)
if(get_pdata_cbase(Id, 373) != Ent)
return
if(!Get_BitVar(g_Had_Cyclone, Id))
return
set_pev(Id, pev_viewmodel2, V_MODEL)
set_pev(Id, pev_weaponmodel2, P_MODEL)
Set_WeaponAnim(Id, CYCLONE_ANIM_DRAW)
set_pdata_float(Id, 83, TIME_DRAW, 5)
}
public fw_Item_AddToPlayer_Post(ent, id)
{
if(!pev_valid(ent))
return HAM_IGNORED
if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
{
Set_BitVar(g_Had_Cyclone, id)
set_pev(ent, pev_impulse, 0)
}
message_begin(MSG_ONE_UNRELIABLE, g_MsgWeaponList, _, id)
write_string(Get_BitVar(g_Had_Cyclone, id) ? "weapon_sfpistol" : weapon_cyclone)
write_byte(8)
write_byte(200)
write_byte(-1)
write_byte(-1)
write_byte(1)
write_byte(1)
write_byte(CSW_CYCLONE)
write_byte(0)
message_end()
return HAM_HANDLED
}
public fw_Item_PostFrame(ent)
{
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))
return HAM_IGNORED
if(!Get_BitVar(g_Had_Cyclone, id))
return HAM_IGNORED
static Float:flNextAttack; flNextAttack = get_pdata_float(id, 83, 5)
static bpammo; bpammo = cs_get_user_bpammo(id, CSW_CYCLONE)
static iClip; iClip = get_pdata_int(ent, 51, 4)
static fInReload; fInReload = get_pdata_int(ent, 54, 4)
if(fInReload && flNextAttack <= 0.0)
{
static temp1
temp1 = min(CLIP - iClip, bpammo)
set_pdata_int(ent, 51, iClip temp1, 4)
cs_set_user_bpammo(id, CSW_CYCLONE, bpammo - temp1)
set_pdata_int(ent, 54, 0, 4)
fInReload = 0
}
return HAM_IGNORED
}
public fw_Weapon_Reload(ent)
{
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))
return HAM_IGNORED
if(!Get_BitVar(g_Had_Cyclone, id))
return HAM_IGNORED
g_Clip[id] = -1
static BPAmmo; BPAmmo = cs_get_user_bpammo(id, CSW_CYCLONE)
static iClip; iClip = get_pdata_int(ent, 51, 4)
if(BPAmmo <= 0)
return HAM_SUPERCEDE
if(iClip >= CLIP)
return HAM_SUPERCEDE
g_Clip[id] = iClip
return HAM_HANDLED
}
public fw_Weapon_Reload_Post(ent)
{
static id; id = pev(ent, pev_owner)
if(!is_user_alive(id))
return HAM_IGNORED
if(!Get_BitVar(g_Had_Cyclone, id))
return HAM_IGNORED
if((get_pdata_int(ent, 54, 4) == 1))
{ // Reload
if(g_Clip[id] == -1)
return HAM_IGNORED
set_pdata_int(ent, 51, g_Clip[id], 4)
Set_WeaponAnim(id, CYCLONE_ANIM_RELOAD)
set_pdata_float(id, 83, TIME_RELOAD, 5)
set_pdata_float(ent, 48, TIME_RELOAD 1.0, 4)
}
return HAM_HANDLED
}
public Cyclone_AttackHandle(id, Pass)
{
static Ent; Ent = fm_get_user_weapon_entity(id, CSW_CYCLONE)
if(!pev_valid(Ent)) return
if(!Pass)
{
if(cs_get_weapon_ammo(Ent) <= 0)
{
if(g_WeaponState[id] == CYCLONE_STATE_IDLE)
{
set_pdata_float(id, 83, 1.0, 5)
return
} else if(g_WeaponState[id] == CYCLONE_STATE_ATTACKING) {
Set_WeaponAnim(id, CYCLONE_ANIM_SHOOT_END)
emit_sound(id, CHAN_WEAPON, WeaponSounds[2], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_WeaponState[id] = CYCLONE_STATE_IDLE
// Reload
Set_WeaponAnim(id, CYCLONE_ANIM_RELOAD)
set_pdata_int(Ent, 54, 1, 4)
set_pdata_float(id, 83, TIME_RELOAD, 5)
set_pdata_float(Ent, 48, TIME_RELOAD 1.0, 4)
return
}
}
if(get_gametime() - 0.085 > g_CheckAmmo[id])
{
cs_set_weapon_ammo(Ent, cs_get_weapon_ammo(Ent) - 1)
g_CheckAmmo[id] = get_gametime()
}
set_pdata_float(id, 83, TIME_ATTACKDELAY, 5)
}
// Main Event
switch(g_WeaponState[id])
{
case CYCLONE_STATE_IDLE:
{
Set_WeaponAnim(id, CYCLONE_ANIM_SHOOT)
emit_sound(id, CHAN_WEAPON, WeaponSounds[1], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_WeaponState[id] = CYCLONE_STATE_ATTACKING
g_AttackSound[id] = get_gametime() - 5.0
}
case CYCLONE_STATE_ATTACKING:
{
Set_WeaponAnim(id, CYCLONE_ANIM_SHOOT)
if(get_gametime() - 4.0 > g_AttackSound[id])
{
emit_sound(id, CHAN_WEAPON, WeaponSounds[0], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_AttackSound[id] = get_gametime()
}
Create_Laser(id, Ent)
}
case CYCLONE_STATE_ENDING:
{
Set_WeaponAnim(id, CYCLONE_ANIM_SHOOT_END)
emit_sound(id, CHAN_WEAPON, WeaponSounds[2], 1.0, ATTN_NORM, 0, PITCH_NORM)
g_WeaponState[id] = CYCLONE_STATE_IDLE
set_pdata_float(id, 83, TIME_ATTACKEND, 5)
}
}
}
public Create_Laser(id, Ent)
{
static Float:StartOrigin[3], Float:EndOrigin[3], Float:EndOrigin2[3]
Stock_Get_Postion(id, 40.0, 7.5, -5.0, StartOrigin)
Stock_Get_Postion(id, 4096.0, 0.0, 0.0, EndOrigin)
static TrResult; TrResult = create_tr2()
engfunc(EngFunc_TraceLine, StartOrigin, EndOrigin, DONT_IGNORE_MONSTERS, id, TrResult)
// Calc
get_weapon_attachment(id, EndOrigin)
global_get(glb_v_forward, EndOrigin2)
xs_vec_mul_scalar(EndOrigin2, 1024.0, EndOrigin2)
xs_vec_add(EndOrigin, EndOrigin2, EndOrigin2)
get_tr2(TrResult, TR_vecEndPos, EndOrigin)
get_tr2(TrResult, TR_vecPlaneNormal, EndOrigin2)
// Create Laser
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMENTPOINT)
write_short(id | 0x1000)
engfunc(EngFunc_WriteCoord, EndOrigin[0])
engfunc(EngFunc_WriteCoord, EndOrigin[1])
engfunc(EngFunc_WriteCoord, EndOrigin[2])
write_short(g_Beam_SprId)
write_byte(0)
write_byte(0)
write_byte(1)
write_byte(10)
write_byte(0)
write_byte(41)
write_byte(164)
write_byte(0)
write_byte(255)
write_byte(0)
message_end()
xs_vec_mul_scalar(EndOrigin2, 2.5, EndOrigin2)
xs_vec_add(EndOrigin, EndOrigin2, EndOrigin2)
// Create Burn Effect
message_begin(MSG_BROADCAST ,SVC_TEMPENTITY)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, EndOrigin2[0])
engfunc(EngFunc_WriteCoord, EndOrigin2[1])
engfunc(EngFunc_WriteCoord, EndOrigin2[2])
write_short(g_Burn_SprId) // sprite index
write_byte(2) // scale in 0.1's
write_byte(30) // framerate
write_byte(TE_EXPLFLAG_NODLIGHTS | TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NOSOUND) // flags
message_end()
// Take Damage
static Hit; Hit = get_tr2(TrResult, TR_pHit)
if(is_user_alive(Hit)) do_attack(id, Hit, 0, float(DAMAGE))
// Free
free_tr2(TrResult)
}
stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{
static Float:vfEnd[3], viEnd[3]
get_user_origin(id, viEnd, 3)
IVecFVec(viEnd, vfEnd)
static Float:fOrigin[3], Float:fAngle[3]
pev(id, pev_origin, fOrigin)
pev(id, pev_view_ofs, fAngle)
xs_vec_add(fOrigin, fAngle, fOrigin)
static Float:fAttack[3]
xs_vec_sub(vfEnd, fOrigin, fAttack)
xs_vec_sub(vfEnd, fOrigin, fAttack)
static Float:fRate
fRate = fDis / vector_length(fAttack)
xs_vec_mul_scalar(fAttack, fRate, fAttack)
xs_vec_add(fOrigin, fAttack, output)
}
stock Set_WeaponAnim(id, Anim)
{
set_pev(id, pev_weaponanim, Anim)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
write_byte(Anim)
write_byte(pev(id, pev_body))
message_end()
}
stock Stock_Get_Postion(id,Float:forw,Float:right, Float:up,Float:vStart[])
{
static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_view_ofs,vUp) //for player
xs_vec_add(vOrigin,vUp,vOrigin)
pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] vForward[0] * forw vRight[0] * right vUp[0] * up
vStart[1] = vOrigin[1] vForward[1] * forw vRight[1] * right vUp[1] * up
vStart[2] = vOrigin[2] vForward[2] * forw vRight[2] * right vUp[2] * up
}
do_attack(Attacker, Victim, Inflictor, Float:fDamage)
{
fake_player_trace_attack(Attacker, Victim, fDamage)
fake_take_damage(Attacker, Victim, fDamage, Inflictor)
}
fake_player_trace_attack(iAttacker, iVictim, &Float:fDamage)
{
// get fDirection
new Float:fAngles[3], Float:fDirection[3]
pev(iAttacker, pev_angles, fAngles)
angle_vector(fAngles, ANGLEVECTOR_FORWARD, fDirection)
// get fStart
new Float:fStart[3], Float:fViewOfs[3]
pev(iAttacker, pev_origin, fStart)
pev(iAttacker, pev_view_ofs, fViewOfs)
xs_vec_add(fViewOfs, fStart, fStart)
// get aimOrigin
new iAimOrigin[3], Float:fAimOrigin[3]
get_user_origin(iAttacker, iAimOrigin, 3)
IVecFVec(iAimOrigin, fAimOrigin)
// TraceLine from fStart to AimOrigin
new ptr; ptr = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fAimOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr)
new pHit; pHit = get_tr2(ptr, TR_pHit)
new iHitgroup; iHitgroup = get_tr2(ptr, TR_iHitgroup)
new Float:fEndPos[3]
get_tr2(ptr, TR_vecEndPos, fEndPos)
// get target & body at aiming
new iTarget, iBody
get_user_aiming(iAttacker, iTarget, iBody)
// if aiming find target is iVictim then update iHitgroup
if (iTarget == iVictim)
{
iHitgroup = iBody
}
// if ptr find target not is iVictim
else if (pHit != iVictim)
{
// get AimOrigin in iVictim
new Float:fVicOrigin[3], Float:fVicViewOfs[3], Float:fAimInVictim[3]
pev(iVictim, pev_origin, fVicOrigin)
pev(iVictim, pev_view_ofs, fVicViewOfs)
xs_vec_add(fVicViewOfs, fVicOrigin, fAimInVictim)
fAimInVictim[2] = fStart[2]
fAimInVictim[2] = get_distance_f(fStart, fAimInVictim) * floattan( fAngles[0] * 2.0, degrees )
// check aim in size of iVictim
new iAngleToVictim; iAngleToVictim = get_angle_to_target(iAttacker, fVicOrigin)
iAngleToVictim = abs(iAngleToVictim)
new Float:fDis; fDis = 2.0 * get_distance_f(fStart, fAimInVictim) * floatsin( float(iAngleToVictim) * 0.5, degrees )
new Float:fVicSize[3]
pev(iVictim, pev_size , fVicSize)
if ( fDis <= fVicSize[0] * 0.5 )
{
// TraceLine from fStart to aimOrigin in iVictim
new ptr2; ptr2 = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fAimInVictim, DONT_IGNORE_MONSTERS, iAttacker, ptr2)
new pHit2; pHit2 = get_tr2(ptr2, TR_pHit)
new iHitgroup2; iHitgroup2 = get_tr2(ptr2, TR_iHitgroup)
// if ptr2 find target is iVictim
if ( pHit2 == iVictim && (iHitgroup2 != HIT_HEAD || fDis <= fVicSize[0] * 0.25) )
{
pHit = iVictim
iHitgroup = iHitgroup2
get_tr2(ptr2, TR_vecEndPos, fEndPos)
}
free_tr2(ptr2)
}
// if pHit still not is iVictim then set default HitGroup
if (pHit != iVictim)
{
// set default iHitgroup
iHitgroup = HIT_GENERIC
new ptr3; ptr3 = create_tr2()
engfunc(EngFunc_TraceLine, fStart, fVicOrigin, DONT_IGNORE_MONSTERS, iAttacker, ptr3)
get_tr2(ptr3, TR_vecEndPos, fEndPos)
// free ptr3
free_tr2(ptr3)
}
}
// set new Hit & Hitgroup & EndPos
set_tr2(ptr, TR_pHit, iVictim)
set_tr2(ptr, TR_iHitgroup, iHitgroup)
set_tr2(ptr, TR_vecEndPos, fEndPos)
// ExecuteHam
fake_trake_attack(iAttacker, iVictim, fDamage, fDirection, ptr)
// free ptr
free_tr2(ptr)
}
stock fake_trake_attack(iAttacker, iVictim, Float:fDamage, Float:fDirection[3], iTraceHandle, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
ExecuteHamB(Ham_TraceAttack, iVictim, iAttacker, fDamage, fDirection, iTraceHandle, iDamageBit)
}
stock fake_take_damage(iAttacker, iVictim, Float:fDamage, iInflictor, iDamageBit = (DMG_NEVERGIB | DMG_BULLET))
{
ExecuteHamB(Ham_TakeDamage, iVictim, iInflictor, iAttacker, fDamage, iDamageBit)
}
stock get_angle_to_target(id, const Float:fTarget[3], Float:TargetSize = 0.0)
{
new Float:fOrigin[3], iAimOrigin[3], Float:fAimOrigin[3], Float:fV1[3]
pev(id, pev_origin, fOrigin)
get_user_origin(id, iAimOrigin, 3) // end position from eyes
IVecFVec(iAimOrigin, fAimOrigin)
xs_vec_sub(fAimOrigin, fOrigin, fV1)
new Float:fV2[3]
xs_vec_sub(fTarget, fOrigin, fV2)
new iResult; iResult = get_angle_between_vectors(fV1, fV2)
if (TargetSize > 0.0)
{
new Float:fTan; fTan = TargetSize / get_distance_f(fOrigin, fTarget)
new fAngleToTargetSize; fAngleToTargetSize = floatround( floatatan(fTan, degrees) )
iResult -= (iResult > 0) ? fAngleToTargetSize : -fAngleToTargetSize
}
return iResult
}
stock get_angle_between_vectors(const Float:fV1[3], const Float:fV2[3])
{
new Float:fA1[3], Float:fA2[3]
engfunc(EngFunc_VecToAngles, fV1, fA1)
engfunc(EngFunc_VecToAngles, fV2, fA2)
new iResult; iResult = floatround(fA1[1] - fA2[1])
iResult = iResult % 360
iResult = (iResult > 180) ? (iResult - 360) : iResult
return iResult
}
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