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- Float:DistanceCameraTargetToLocation(Float:CamX, Float:CamY, Float:CamZ, Float:ObjX, Float:ObjY, Float:ObjZ, Float:FrX, Float:FrY, Float:FrZ)
- {
- new Float:TGTDistance;
- // get distance from camera to target
- TGTDistance = floatsqroot((CamX - ObjX) * (CamX - ObjX) + (CamY - ObjY) * (CamY - ObjY) + (CamZ - ObjZ) * (CamZ - ObjZ));
- new Float:tmpX, Float:tmpY, Float:tmpZ;
- tmpX = FrX * TGTDistance + CamX;
- tmpY = FrY * TGTDistance + CamY;
- tmpZ = FrZ * TGTDistance + CamZ;
- return floatsqroot((tmpX - ObjX) * (tmpX - ObjX) + (tmpY - ObjY) * (tmpY - ObjY) + (tmpZ - ObjZ) * (tmpZ - ObjZ));
- }
- stock IsPlayerAimingAt(playerid, Float:x, Float:y, Float:z, Float:radius)
- {
- new Float:cx,Float:cy,Float:cz,Float:fx,Float:fy,Float:fz;
- GetPlayerCameraPos(playerid, cx, cy, cz);
- GetPlayerCameraFrontVector(playerid, fx, fy, fz);
- return (radius >= DistanceCameraTargetToLocation(cx, cy, cz, x, y, z, fx, fy, fz));
- }
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