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Feb 12th, 2014
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  1. stock RaySphere(Float:p1[3],Float:p2[3],Float:sc[3],Float:r)
  2. {
  3. new Float:a, Float:b, Float:c;
  4. new Float:bb4ac;
  5. new Float:dp[3];
  6.  
  7. dp[0] = p2[0] - p1[0];
  8. dp[1] = p2[1] - p1[1];
  9. dp[2] = p2[2] - p1[2];
  10. a = dp[0] * dp[0] + dp[1] * dp[1] + dp[2] * dp[2];
  11. b = 2 * (dp[0] * (p1[0] - sc[0]) + dp[1] * (p1[1] - sc[1]) + dp[2] * (p1[2] - sc[2]));
  12. c = sc[0] * sc[0] + sc[1] * sc[1] + sc[2] * sc[2];
  13. c += p1[0] * p1[0] + p1[1] * p1[1] + p1[2] * p1[2];
  14. c -= 2 * (sc[0] * p1[0] + sc[1] * p1[1] + sc[2] * p1[2]);
  15. c -= r * r;
  16. bb4ac = b * b - 4 * a * c;
  17. if(bb4ac < 0) return 0;
  18. return 1;
  19. }
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