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- /********************************************
- * OnPlayerShootPlayer! V6.0 *
- * Credits: wups, *
- * Double-O-Seven for his HS functions *
- ********************************************/
- // include
- #include <a_samp>
- #tryinclude <foreach>
- // defines
- #if defined OPSP
- #endinput
- #endif
- #define OPSP
- #if !defined foreach
- #define foreach(%1,%2) for (new %2 = 0; %2 < MAX_PLAYERS; %2++) if (IsPlayerConnected(%2))
- #define __SSCANF_FOREACH__
- #endif
- #if defined FILTERSCRIPT
- #error "OnPlayerShootPlayer ERROR: You must include it in your game mode, not in your filterscript!"
- #endif
- #if !defined PRESSED
- #define PRESSED(%0) \
- (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
- #endif
- #if !defined RELEASED
- #define RELEASED(%0) \
- (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
- #endif
- // variables
- static
- Float:RL_phealth[MAX_PLAYERS],
- Float:RL_parmour[MAX_PLAYERS],
- bool:RL_Shooting[MAX_PLAYERS],
- bool:RL_UpdatedHealth[MAX_PLAYERS],
- bool:RL_OPUP,
- bool:RL_OPSC,
- bool:RL_OPKSC,
- bool:RL_OPC,
- RL_Released[MAX_PLAYERS];
- // forwards
- forward OnPlayerShootPlayer(Shooter,Target,Float:HealthLost,Float:ArmourLost);
- public OnPlayerUpdate(playerid)
- {
- static Float:RL_HP,
- Float:RL_Armour;
- GetPlayerHealth(playerid,RL_HP);
- GetPlayerArmour(playerid,RL_Armour);
- if(RL_HP != RL_phealth[playerid] || RL_Armour != RL_parmour[playerid])
- {
- if(RL_UpdatedHealth[playerid])
- RL_UpdatedHealth[playerid]=false;
- else
- {
- new
- Float:RL_PlayerPos[3],
- Float:RL_Distance,
- Float:RL_CameraPos[3],
- Float:RL_CameraVectors[3],
- RL_Tick
- ;
- RL_Tick = (GetTickCount()-1000);
- GetPlayerPos(playerid, RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
- foreach(Player,i)
- {
- if(RL_Shooting[i] || RL_Tick < RL_Released[i])
- {
- if(i != playerid)
- {
- if(IsPlayerInRangeOfPoint(i,200.0,RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]))
- {
- GetPlayerCameraFrontVector(i, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2]);
- GetPlayerCameraPos(i, RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2]);
- GetDistanceFromPointToLine(RL_Distance, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2], RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2], RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
- if(RL_Distance < 2.5)
- {
- CallLocalFunction("OnPlayerShootPlayer","iiff",i,playerid,(RL_phealth[playerid]-RL_HP),(RL_parmour[playerid]-RL_Armour));
- break;
- }
- }
- }
- }
- }
- }
- }
- RL_phealth[playerid]=RL_HP;
- RL_parmour[playerid]=RL_Armour;
- return (RL_OPUP)?CallLocalFunction("RL_OnPlayerUpdate","i",playerid):1;
- }
- // Functions
- stock crossp(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z, &Float:output)
- {
- new
- Float:c1 = (v1y * v2z) - (v1z * v2y),
- Float:c2 = (v1z * v2x) - (v1x * v2z),
- Float:c3 = (v1x * v2y) - (v1y * v2x);
- output = floatsqroot ((c1 * c1) + (c2 * c2) + (c3 * c3));
- return 0;
- }
- stock GetDistanceFromPointToLine(&Float:distance, Float:line_vector_x, Float:line_vector_y, Float:line_vector_z, Float:line_x, Float:line_y, Float:line_z, Float:point_x, Float:point_y, Float:point_z)
- {
- //A line is defined by a point (which is on the line (line_x/y/z)) and a vector which defines the direction (line_vector_x/y/z).
- static Float:output;
- crossp(line_vector_x, line_vector_y, line_vector_z, point_x - line_x, point_y - line_y, point_z - line_z, output);//Cross product of 2 vectors.
- distance = output / floatsqroot ((line_vector_x * line_vector_x) + (line_vector_y * line_vector_y) + (line_vector_z * line_vector_z));
- return 0;
- }
- // SetPlayerHealth
- stock SetPlayerHealthEx(playerid, Float:health)
- {
- // RL_phealth[playerid]=health;
- RL_UpdatedHealth[playerid]=true;
- return SetPlayerHealth(playerid, health);
- }
- #define SetPlayerHealth SetPlayerHealthEx
- // SetPlayerArmour
- stock SetPlayerArmourEx(playerid, Float:armour)
- {
- // RL_parmour[playerid]=armour;
- RL_UpdatedHealth[playerid]=true;
- return SetPlayerArmour(playerid, armour);
- }
- #define SetPlayerArmour SetPlayerArmourEx
- #if defined _ALS_OnPlayerUpdate
- #undef OnPlayerUpdate
- #else
- #define _ALS_OnPlayerUpdate
- #endif
- #define OnPlayerUpdate RL_OnPlayerUpdate
- forward RL_OnPlayerUpdate(playerid);
- // OnPlayerKeyStateChange
- public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
- {
- if(PRESSED(KEY_FIRE)) RL_Shooting[playerid]=true;
- else if(RELEASED(KEY_FIRE))
- {
- RL_Shooting[playerid]=false;
- RL_Released[playerid]=GetTickCount();
- }
- return (RL_OPKSC)?CallLocalFunction("RL_OnPlayerKeyStateChange","iii",playerid,newkeys,oldkeys):1;
- }
- #if defined _ALS_OnPlayerKeyStateChange
- #undef OnPlayerKeyStateChange
- #else
- #define _ALS_OnPlayerKeyStateChange
- #endif
- #define OnPlayerKeyStateChange RL_OnPlayerKeyStateChange
- forward RL_OnPlayerKeyStateChange(playerid,newkeys,oldkeys);
- // OnPlayerStateChange
- public OnPlayerStateChange(playerid, newstate, oldstate)
- {
- if(newstate == PLAYER_STATE_WASTED)
- {
- if(RL_UpdatedHealth[playerid])
- RL_UpdatedHealth[playerid]=false;
- else
- {
- new
- Float:RL_PlayerPos[3],
- Float:RL_Distance,
- Float:RL_CameraPos[3],
- Float:RL_CameraVectors[3],
- RL_Tick,
- Float:RL_HP,
- Float:RL_Armour
- ;
- RL_Tick = (GetTickCount()-1000);
- GetPlayerPos(playerid, RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
- foreach(Player,i)
- {
- if(RL_Shooting[i] || RL_Tick < RL_Released[i])
- {
- if(i != playerid)
- {
- GetPlayerCameraFrontVector(i, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2]);
- GetPlayerCameraPos(i, RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2]);
- if(IsPlayerInRangeOfPoint(i,200.0,RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]))
- {
- GetDistanceFromPointToLine(RL_Distance, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2], RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2], RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
- if(RL_Distance < 2.5)
- {
- CallLocalFunction("OnPlayerShootPlayer","iiff",i,playerid,(RL_phealth[playerid]-RL_HP),(RL_parmour[playerid]-RL_Armour));
- break;
- }
- }
- }
- }
- }
- }
- }
- RL_Shooting[playerid]=false;
- RL_Released[playerid]=GetTickCount();
- return (RL_OPSC)?CallLocalFunction("RL_OnPlayerStateChange","iii",playerid,newstate,oldstate):1;
- }
- #if defined _ALS_OnPlayerStateChange
- #undef OnPlayerStateChange
- #else
- #define _ALS_OnPlayerStateChange
- #endif
- #define OnPlayerStateChange RL_OnPlayerStateChange
- forward RL_OnPlayerStateChange(playerid,newstate, oldstate);
- // OnPlayerConnect
- public OnPlayerConnect(playerid)
- {
- RL_Shooting[playerid]=false;
- RL_Released[playerid]=0;
- return (RL_OPC)?CallLocalFunction("RL_OnPlayerConnect","i",playerid):1;
- }
- #if defined _ALS_OnPlayerConnect
- #undef OnPlayerConnect
- #else
- #define _ALS_OnPlayerConnect
- #endif
- #define OnPlayerConnect RL_OnPlayerConnect
- forward RL_OnPlayerConnect(playerid);
- // OnGameModeInit
- public OnGameModeInit()
- {
- RL_OPUP = (funcidx("RL_OnPlayerUpdate") != -1);
- RL_OPSC = (funcidx("RL_OnPlayerStateChange") != -1);
- RL_OPKSC = (funcidx("RL_OnPlayerKeyStateChange") != -1);
- RL_OPC = (funcidx("RL_OnPlayerConnect") != -1);
- return (funcidx("RL_OnGameModeInit") != -1)?CallLocalFunction("RL_OnGameModeInit",""):1;
- }
- #if defined _ALS_OnGameModeInit
- #undef OnGameModeInit
- #else
- #define _ALS_OnGameModeInit
- #endif
- #define OnGameModeInit RL_OnGameModeInit
- forward RL_OnGameModeInit();
- // The end.
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