Well neither of those snippets does nothing that the title says.
We have to create a radius around the player...
public bool SomeNative(int iClient)
float fCPosition, fEPosition, fDistance;
for (int i = 1; i < MaxClients; i++)
GetEntPropVector(iClient, Prop_Data, "m_vecOrigin", fCPosition);
GetEntPropVector(i, Prop_Data, "m_vecOrigin", fEPosition);
fDistance = GetVectorDistance(fCPosition, fEPosition);
if (fDistance < amount_of_units)
Doing this, more problems might occur.
- What if there's more than one player? Then radius will hit eachother.
- Your server will spit errors on you, saying that the client is not ingame or connected.