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| 1 | new Float:VehicleX[MAX_VEHICLES],Float:VehicleY[MAX_VEHICLES],Float:VehicleZ[MAX_VEHICLES],Float:Percorreu[MAX_VEHICLES],Timer[MAX_VEHICLES]; | |
| 2 | ||
| 3 | stock Float:GetDistanceVehicleFromPoint(vehicleid,float:pontox,float:pontoy,float:pontoz) | |
| 4 | {
| |
| 5 | new Float:x,Float:y,Float:z; | |
| 6 | GetVehiclePos(vehicleid,x1,y1,z1); | |
| 7 | return floatsqroot(floatpower(floatabs(floatsub(pontox,x)),2)+floatpower(floatabs(floatsub(pontoy,y)),2)+floatpower(floatabs(floatsub(pontoz,z)),2)); | |
| 8 | } | |
| 9 | stock GetDistanceTraveled(vehicleid) return Percorreu[vehicleid]; | |
| 10 | ||
| 11 | public OnGameModeInit() | |
| 12 | {
| |
| 13 | for(new v; v < MAX_VEHICLES; v++) | |
| 14 | {
| |
| 15 | GetVehiclePos(v,VehicleX[v],VehicleY[v],VehicleZ[v]); | |
| 16 | } | |
| 17 | return 1; | |
| 18 | } | |
| 19 | public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger) | |
| 20 | {
| |
| 21 | Timer[vehicleid] = SetTimerEx("Corrida",2000,true,"i",vehicleid);
| |
| 22 | return 1; | |
| 23 | } | |
| 24 | public OnPlayerExitVehicle(playerid, vehicleid) | |
| 25 | {
| |
| 26 | KillTimer(Timer[vehicleid]); | |
| 27 | return 1; | |
| 28 | } | |
| 29 | public forward Corrida(vehicleid) | |
| 30 | {
| |
| 31 | Percorreu[vehicleid] += GetDistanceVehicleFromPoint(vehicleid,VehicleX[vehicleid],VehicleY[vehicleid],VehicleZ[vehicleid]); | |
| 32 | GetVehiclePos(vehicleid,VehicleX[vehicleid],VehicleY[vehicleid],VehicleZ[vehicleid]); | |
| 33 | return 1; | |
| 34 | } | |
| 35 | stock SetVehiclePosEx(vehicleid,float:X,float:Y,float:Z) | |
| 36 | {
| |
| 37 | SetVehiclePos(vehicleid,X,Y,Z); | |
| 38 | VehicleX[vehicleid] = X; | |
| 39 | VehicleY[vehicleid] = Y; | |
| 40 | VehicleZ[vehicleid] = Z; | |
| 41 | return 1; | |
| 42 | } |