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- /*
- *
- * Math Include by Lorenc_
- * codename: a_math.inc
- *
- * - Getting math equations more easier
- * - Retreiving math problems
- *
- *
- */
- #define Math. lorMath_
- /*
- native Math.Pi()
- native Math.Infinite()
- native Math.Highest(...)
- native Math.Add(val, val2)
- native Math.Subtract(val, val2)
- native Math.Divide(val, val2)
- native Math.Multiply(val, val2)
- native Math.SquareRoot(Value)
- native Math.Power(val, val2)
- native Math.Mean(...)
- native Math.Pythagoras( Float: val1, Float: val2, bool: shortside = false )
- native Math.GetMiddlePos(Float: X, Float: Y, Float: X2, Float: Y2, &Float: vX, &Float: vY)
- native Math.RandomEx(min, max)
- native Math.RandomPlayer()
- native Math.IsPositive( num )
- native Math.IsNegative( num )
- native Math.Random3DCoord( Float: minx, Float: miny, Float: minz, Float: maxx, Float: maxy, Float: maxz, &Float: randx, &Float: randy, &Float: randz)
- */
- stock Float: Math.Pi( ) return ( 3.14159265 ); // Correct!
- stock Math.Infinite( ) return ( 0x7F800000 ); // Correct!
- stock Math.SquareRoot( Float: Val ) return floatsqroot(Val); //Correct but nothing useful... lol.
- stock Float: Math.Power( Val, Val2 ) // Correct but not quite useful
- {
- new
- Float: Power
- ;
- Power = floatpower(Val, Val2);
- Power = floatround(Power);
- return Power;
- }
- stock Math.Multiply( val, val2 ) //Correct
- {
- new
- aVal
- ;
- aVal = (val1 * val2);
- return aVal;
- }
- stock Math.Divide( val, val2 ) //Correct
- {
- new
- aVal
- ;
- aVal = (val1 / val2);
- return aVal;
- }
- stock Math.Subtract( val, val2 ) //Correct
- {
- new
- aVal
- ;
- aVal = (val1 - val2);
- return aVal;
- }
- stock Math.Add( val, val2 ) //Correct
- {
- new
- aVal
- ;
- aVal = (val1 + val2);
- return aVal;
- }
- stock Math.Random3DCoord( Float: minx, Float: miny, Float: minz, Float: maxx, Float: maxy, Float: maxz, &Float: randx, &Float: randy, &Float: randz ) // Needs testing
- {
- minx = floatround(minx), miny = floatround(miny), minz = floatround(minz);
- maxx = floatround(maxx), maxy = floatround(maxy), maxz = floatround(maxz);
- if(minx > maxx || miny > maxy || minz > maxz) return 0;
- randx = Math.RandomEx(minx,maxx);
- randy = Math.RandomEx(miny,maxy);
- randz = Math.RandomEx(minz,maxz);
- return 1;
- }
- stock bool: Math.IsNegative( Float: num )
- {
- if( num < 0.0 ) return true;
- return false;
- }
- stock bool: Math.IsPositive( Float: num ) // Correct
- {
- if( num >= 0 ) return true;
- return false;
- }
- stock Math.RandomPlayer() // Correct
- {
- new randomplayers[MAX_PLAYERS char], id;
- for(new i; i < MAX_PLAYERS; i++)
- {
- if(IsPlayerConnected(i))
- {
- randomplayers{id} = i;
- id ++;
- }
- }
- if(id == 0) return 0;
- return randomplayers{random(id)};
- }
- stock Math.RandomEx( min, max ) // Correct
- {
- new
- val
- ;
- val = random(max - min) + min;
- return val;
- }
- stock Math.Pythagoras( Float: val1, Float: val2, bool: shortside = false ) // Correct
- {
- new
- Float: cal
- ;
- if(shortside) cal = ((val1 * val1) - (val2 * val2));
- else cal = ((val1 * val1) + (val2 * val2));
- cal = floatsqroot(cal);
- return cal;
- }
- stock Math.Highest(...) // Correct!
- {
- new
- iArgs = numargs(),
- value
- ;
- for(new i; i < iArgs; i++)
- {
- if(Math.IsNegative(getarg(i))) continue;
- if(getarg(i) > value) value = getarg(i);
- }
- return value;
- }
- stock Math.Mean(...) // Correct
- {
- new
- iArgs = numargs(),
- value
- ;
- for(new i; i < iArgs; i++) value += getarg(i);
- value = value / iArgs;
- return value;
- }
- stock Math.GetMiddlePos( Float: X, Float: Y, Float: X2, Float: Y2, &Float: vX, &Float: vY ) // Correct
- {
- vX = ( X + X2 ) / 2;
- vY = ( Y + Y2 ) / 2;
- }
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