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- #include <a_samp>
- #define PRESSED(%0) \
- (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
- #define RELEASED(%0) \
- (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
- new Float:HP[MAX_PLAYERS];
- new pUpdate[MAX_PLAYERS];
- forward OPSP_OnPlayerUpdate(playerid);
- public OPSP_OnPlayerUpdate(playerid)
- {
- pUpdate[playerid]++;
- if(!(pUpdate[playerid] %= 10)) GetPlayerHealth(playerid, HP[playerid]);
- new Keys[3]; GetPlayerKeys(playerid, Keys[0], Keys[1], Keys[2]);
- if(Keys[0] & KEY_FIRE){
- if(IsPlayerAim(playerid)){
- FindOnWhoIShot(playerid);
- return 1;
- }
- }
- return 1;
- }
- forward OnPlayerShotPlayer(playerid, target, Float:damage);
- forward FindOnWhoIShot(playerid);
- public FindOnWhoIShot(playerid)
- {
- if(IsPlayerAim(playerid))
- {
- new i = 0, players = GetMaxPlayers();
- while(i < players)
- {
- new Float:HPP;
- GetPlayerHealth(i, HPP);
- if(!IsPlayerConnected(i) || i == playerid || HP[i] == HPP)
- {
- i++;
- continue;
- }
- new Float:Pos[3];
- GetPlayerPos(i, Pos[0], Pos[1], Pos[2]);
- if(IsPlayerAimingAt(playerid, Pos[0], Pos[1], Pos[2], 3))
- {
- OnPlayerShotPlayer(playerid, i, HP[i] - HPP);
- GetPlayerHealth(i, HP[i]);
- }
- i++;
- }
- }
- }
- stock IsPlayerAim(playerid)
- {
- new animname[32];
- GetAnimationName(GetPlayerAnimationIndex(playerid),animname,32,animname,32);
- if(strfind(animname,"GUN_STAND",true) != -1) return true;
- else if( strfind(animname,"COLT45_FIRE",true) != -1 ) return true;
- return false;
- }
- stock Float:GetPointAngleToPoint(Float:x2, Float:y2, Float:X, Float:Y) {
- new Float:DX, Float:DY;
- new Float:angle;
- DX = floatabs(floatsub(x2,X));
- DY = floatabs(floatsub(y2,Y));
- if (DY == 0.0 || DX == 0.0) {
- if(DY == 0 && DX > 0) angle = 0.0;
- else if(DY == 0 && DX < 0) angle = 180.0;
- else if(DY > 0 && DX == 0) angle = 90.0;
- else if(DY < 0 && DX == 0) angle = 270.0;
- else if(DY == 0 && DX == 0) angle = 0.0;
- }
- else {
- angle = atan(DX/DY);
- if(X > x2 && Y <= y2) angle += 90.0;
- else if(X <= x2 && Y < y2) angle = floatsub(90.0, angle);
- else if(X < x2 && Y >= y2) angle -= 90.0;
- else if(X >= x2 && Y > y2) angle = floatsub(270.0, angle);
- }
- return floatadd(angle, 90.0);
- }
- stock GetXYInFrontOfPoint(&Float:x, &Float:y, Float:angle, Float:distance) {
- x += (distance * floatsin(-angle, degrees));
- y += (distance * floatcos(-angle, degrees));
- }
- Float:DistanceCameraTargetToLocation(Float:CamX, Float:CamY, Float:CamZ, Float:ObjX, Float:ObjY, Float:ObjZ, Float:FrX, Float:FrY, Float:FrZ)
- {
- new Float:TGTDistance;
- 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:camera_x,Float:camera_y,Float:camera_z,Float:vector_x,Float:vector_y,Float:vector_z;
- GetPlayerCameraPos(playerid, camera_x, camera_y, camera_z);
- GetPlayerCameraFrontVector(playerid, vector_x, vector_y, vector_z);
- //
- new Float:vertical, Float:horizontal;
- //
- switch (GetPlayerWeapon(playerid))
- {
- case 34,35,36:
- {
- if (DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, vector_x, vector_y, vector_z) < radius) return true;
- return false;
- }
- case 30,31: {vertical = 4.0; horizontal = -1.6;}
- case 33: {vertical = 2.7; horizontal = -1.0;}
- default: {vertical = 6.0; horizontal = -2.2;}
- }
- //
- new Float:angle = GetPointAngleToPoint(0, 0, floatsqroot(vector_x*vector_x+vector_y*vector_y), vector_z) - 270.0;
- new Float:resize_x, Float:resize_y, Float:resize_z = floatsin(angle+vertical, degrees);
- GetXYInFrontOfPoint(resize_x, resize_y, GetPointAngleToPoint(0, 0, vector_x, vector_y)+horizontal, floatcos(angle+vertical, degrees));
- //
- if (DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, resize_x, resize_y, resize_z) < radius) return true;
- return false;
- }
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