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| 1 | //***** Made by TopAz in 15 minutes. | |
| 2 | ||
| 3 | ||
| 4 | //----- Header | |
| 5 | #if defined _getnearest_included | |
| 6 | #endinput | |
| 7 | #endif | |
| 8 | #define _getnearest_included | |
| 9 | #pragma library samp | |
| 10 | //---------------- | |
| 11 | ||
| 12 | //----- External Library(ies) | |
| 13 | #include <a_samp> | |
| 14 | //------------------------ | |
| 15 | ||
| 16 | //----- Constants | |
| 17 | /*#if defined USE_STREAMER | |
| 18 | #include "streamer" | |
| 19 | #endif*/ | |
| 20 | ||
| 21 | #define OBJECT (0) | |
| 22 | #define PLAYER (1) | |
| 23 | #define VEHICLE (2) | |
| 24 | #define DYNAMIC_OBJECT (3) | |
| 25 | ||
| 26 | #define MAX_DISTANCE (1000.0) | |
| 27 | //---------------- | |
| 28 | ||
| 29 | //------ Variables | |
| 30 | ||
| 31 | //Floats | |
| 32 | new | |
| 33 | Float:px, | |
| 34 | Float:py, | |
| 35 | Float:pz, | |
| 36 | Float:ox, | |
| 37 | Float:oy, | |
| 38 | Float:oz, | |
| 39 | Float:distance = MAX_DISTANCE | |
| 40 | ; | |
| 41 | ||
| 42 | //---------------- | |
| 43 | ||
| 44 | - | GetNearest(playerid, type); |
| 44 | + | |
| 45 | stock GetNearest(playerid, type) | |
| 46 | {
| |
| 47 | switch(type) | |
| 48 | {
| |
| 49 | case OBJECT: | |
| 50 | {
| |
| 51 | GetNearest_Object(playerid); | |
| 52 | } | |
| 53 | case PLAYER: | |
| 54 | {
| |
| 55 | GetNearest_Player(playerid); | |
| 56 | } | |
| 57 | case VEHICLE: | |
| 58 | {
| |
| 59 | GetNearest_Vehicle(playerid); | |
| 60 | } | |
| 61 | case DYNAMIC_OBJECT: | |
| 62 | {
| |
| 63 | GetNearest_DynObject(playerid); | |
| 64 | } | |
| 65 | } | |
| 66 | } | |
| 67 | ||
| 68 | stock GetNearest_Object(playerid) | |
| 69 | {
| |
| 70 | new currentobject = -1; | |
| 71 | GetPlayerPos(playerid, px, py, pz); | |
| 72 | for(new i = 0; i < MAX_OBJECTS; i++) | |
| 73 | {
| |
| 74 | if(!IsValidObject(i)) continue; | |
| 75 | GetDynamicObjectPos(i, ox, oy, oz); | |
| 76 | new Float:odist = floatsqroot( | |
| 77 | floatpower(floatabs(floatsub(ox, px)), 2.0) + | |
| 78 | floatpower(floatabs(floatsub(oy, py)), 2.0) + | |
| 79 | floatpower(floatabs(floatsub(oz, pz)), 2.0) | |
| 80 | ); | |
| 81 | if (currentobject == -1) | |
| 82 | {
| |
| 83 | currentobject = i; | |
| 84 | distance = odist; | |
| 85 | } | |
| 86 | else if (odist < distance) | |
| 87 | {
| |
| 88 | currentobject = i; | |
| 89 | distance = odist; | |
| 90 | } | |
| 91 | } | |
| 92 | return currentobject; | |
| 93 | } | |
| 94 | ||
| 95 | stock GetNearest_Player(playerid) | |
| 96 | {
| |
| 97 | new currentplayer = -1; | |
| 98 | GetPlayerPos(playerid, px, py, pz); | |
| 99 | for(new i = 0; i < MAX_PLAYERS; i++) | |
| 100 | {
| |
| 101 | if(i == playerid) continue; | |
| 102 | GetPlayerPos(i, ox, oy, oz); | |
| 103 | new Float:odist = floatsqroot( | |
| 104 | floatpower(floatabs(floatsub(ox, px)), 2.0) + | |
| 105 | floatpower(floatabs(floatsub(oy, py)), 2.0) + | |
| 106 | floatpower(floatabs(floatsub(oz, pz)), 2.0) | |
| 107 | ); | |
| 108 | if (currentplayer == -1) | |
| 109 | {
| |
| 110 | currentplayer = i; | |
| 111 | distance = odist; | |
| 112 | } | |
| 113 | else if (odist < distance) | |
| 114 | {
| |
| 115 | currentplayer = i; | |
| 116 | distance = odist; | |
| 117 | } | |
| 118 | } | |
| 119 | return currentplayer; | |
| 120 | } | |
| 121 | ||
| 122 | stock GetNearest_Vehicle(playerid) | |
| 123 | {
| |
| 124 | new currentvehicle = -1; | |
| 125 | GetPlayerPos(playerid, px, py, pz); | |
| 126 | for(new i = 0; i < MAX_VEHICLES; i++) | |
| 127 | {
| |
| 128 | GetVehiclePos(i, ox, oy, oz); | |
| 129 | new Float:odist = floatsqroot( | |
| 130 | floatpower(floatabs(floatsub(ox, px)), 2.0) + | |
| 131 | floatpower(floatabs(floatsub(oy, py)), 2.0) + | |
| 132 | floatpower(floatabs(floatsub(oz, pz)), 2.0) | |
| 133 | ); | |
| 134 | if (currentvehicle == -1) | |
| 135 | {
| |
| 136 | currentvehicle = i; | |
| 137 | distance = odist; | |
| 138 | } | |
| 139 | else if (odist < distance) | |
| 140 | {
| |
| 141 | currentvehicle = i; | |
| 142 | distance = odist; | |
| 143 | } | |
| 144 | } | |
| 145 | return currentvehicle; | |
| 146 | } | |
| 147 | ||
| 148 | stock GetNearest_DynObject(playerid) | |
| 149 | {
| |
| 150 | new currentdynobject = -1; | |
| 151 | GetPlayerPos(playerid, px, py, pz); | |
| 152 | for(new i = 0; i < CountDynamicObjects(); i++) | |
| 153 | {
| |
| 154 | if(!IsValidDynamicObject(i)) continue; | |
| 155 | GetDynamicObjectPos(i, ox, oy, oz); | |
| 156 | new Float:odist = floatsqroot( | |
| 157 | floatpower(floatabs(floatsub(ox, px)), 2.0) + | |
| 158 | floatpower(floatabs(floatsub(oy, py)), 2.0) + | |
| 159 | floatpower(floatabs(floatsub(oz, pz)), 2.0) | |
| 160 | ); | |
| 161 | if (currentdynobject == -1) | |
| 162 | {
| |
| 163 | currentdynobject = i; | |
| 164 | distance = odist; | |
| 165 | } | |
| 166 | else if (odist < distance) | |
| 167 | {
| |
| 168 | currentdynobject = i; | |
| 169 | distance = odist; | |
| 170 | } | |
| 171 | } | |
| 172 | return currentdynobject; | |
| 173 | } |