Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //====== BLITZER FUNKTIONEN =======//
- stock AddBlitzer(playerid,speeds,strafe) {
- new Float:x, Float:y, Float:z, Float:a;
- GetPlayerPos(playerid, x, y, z);
- GetPlayerFacingAngle(playerid, a);
- for(new i = 0; i < sizeof(Blitzer); i++) {
- if(Blitzer[i][Erstellt] == 0) {
- Blitzer[i][BlitzerX] = x + 1.0;
- Blitzer[i][BlitzerY] = y + 1.0;
- Blitzer[i][BlitzerZ] = z;
- Blitzer[i][Geschwindigkeit] = speeds;
- Blitzer[i][Radius] = 50;
- Blitzer[i][Strafe] = strafe;
- Blitzer[i][Erstellt] = 1;
- Blitzer[i][ID] += 1;
- Blitzer[i][ID] = CreateObject(18880, x + 1.0, y + 1.0, z - 1.0, 0.0, 0.0, a + 8);
- GesammtBlitzer++;
- return 1;
- }
- }
- return 0;
- }
- stock RemoveBlitzer(playerid) {
- for(new i = 0; i < sizeof(Blitzer); i++) {
- if(Blitzer[i][Erstellt] == 1) {
- if(IsPlayerInRangeOfPoint(playerid, Blitzer[i][Radius], Blitzer[i][BlitzerX], Blitzer[i][BlitzerY], Blitzer[i][BlitzerZ])) {
- Blitzer[i][Erstellt] = 0;
- Blitzer[i][BlitzerX] = 0.0;
- Blitzer[i][BlitzerY] = 0.0;
- Blitzer[i][BlitzerZ] = 0.0;
- DestroyObject(Blitzer[i][ID]);
- GesammtBlitzer--;
- return 1;
- }
- }
- }
- return 0;
- }
- stock RemoveAllBlitzer() {
- for(new i = 0; i < sizeof(Blitzer); i++) {
- if(Blitzer[i][Erstellt] == 1) {
- Blitzer[i][Erstellt] = 0;
- Blitzer[i][BlitzerX] = 0.0;
- Blitzer[i][BlitzerY] = 0.0;
- Blitzer[i][BlitzerZ] = 0.0;
- DestroyObject(Blitzer[i][ID]);
- GesammtBlitzer = 0;
- }
- }
- return 0;
- }
- stock CountBlitzer() {
- new anzahl = 0;
- for(new i = 0; i < sizeof(Blitzer); i++) {
- if(Blitzer[i][Erstellt] == 1) anzahl++;
- }
- return anzahl;
- }
- stock ErmittleGeschwindigkeit(playerid,bool:kmhb) {
- new Float:x,Float:y,Float:z,Float:rtn;
- if(IsPlayerInAnyVehicle(playerid)) GetVehicleVelocity(GetPlayerVehicleID(playerid),x,y,z); else GetPlayerVelocity(playerid,x,y,z);
- rtn = floatsqroot(x*x+y*y+z*z);
- return kmhb?floatround(rtn * 55 * 1.61):floatround(rtn * 100);
- }
- stock GetDistanceToLastPoint(vehicleid)
- {
- new Float:x2, Float:y2, Float:z2, Float:output;
- GetVehiclePos(vehicleid, x2, y2, z2);
- output = floatsqroot(floatpower(floatabs(floatsub(x2, sVehicle_X[vehicleid])), 2)+floatpower(floatabs(floatsub(y2, sVehicle_Y[vehicleid])), 2)+floatpower(floatabs(floatsub(z2, sVehicle_Z[vehicleid])), 2));
- return floatround(output);
- }
- Function Ende()
Advertisement
Add Comment
Please, Sign In to add comment