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- Float:vecX, // = DIFFERENCE BETWEEN THE TWO X VALUES something like: floatabs(x1-x2)
- Float:vecY, // = SAME AS ABOVE, WITH Y
- Float:vecZ, // = TAKE A GUESS LOL (same but with Z)
- angR = 90-(atan2(vecY, vecX));
- if(angR<0.0)angR=360.0+angR;
- angE = -(floatabs(atan2(floatsqroot(floatpower(vecX, 2.0) + floatpower(vecY, 2.0)), vecZ))-90.0);
- // You now have the angles, to get a position, use a similar function as GetXYInFrontOfPlayer:
- stock GetXYZFromAngle(&Float:x, &Float:y, &Float:z, Float:angle, Float:elevation, Float:distance)
- {
- x += ( distance*floatsin(angle,degrees)*floatcos(elevation,degrees) );
- y += ( distance*floatcos(angle,degrees)*floatcos(elevation,degrees) );
- z += ( distance*floatsin(elevation,degrees) );
- }
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