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/********************************************
* OnPlayerShootPlayer! V6.0 *
* Credits: wups, *
* Double-O-Seven for his HS functions *
********************************************/
// include
#include <a_samp>
#tryinclude <foreach>
// defines
#if defined OPSP
#endinput
#endif
#define OPSP
#if !defined foreach
#define foreach(%1,%2) for (new %2 = 0; %2 < MAX_PLAYERS; %2++) if (IsPlayerConnected(%2))
#define __SSCANF_FOREACH__
#endif
#if defined FILTERSCRIPT
#error "OnPlayerShootPlayer ERROR: You must include it in your game mode, not in your filterscript!"
#endif
#if !defined PRESSED
#define PRESSED(%0) \
(((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
#endif
#if !defined RELEASED
#define RELEASED(%0) \
(((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
#endif
// variables
static
Float:RL_phealth[MAX_PLAYERS],
Float:RL_parmour[MAX_PLAYERS],
bool:RL_Shooting[MAX_PLAYERS],
bool:RL_UpdatedHealth[MAX_PLAYERS],
bool:RL_OPUP,
bool:RL_OPSC,
bool:RL_OPKSC,
bool:RL_OPC,
RL_Released[MAX_PLAYERS];
// forwards
forward OnPlayerShootPlayer(Shooter,Target,Float:HealthLost,Float:ArmourLost);
public OnPlayerUpdate(playerid)
{
static Float:RL_HP,
Float:RL_Armour;
GetPlayerHealth(playerid,RL_HP);
GetPlayerArmour(playerid,RL_Armour);
if(RL_HP != RL_phealth[playerid] || RL_Armour != RL_parmour[playerid])
{
if(RL_UpdatedHealth[playerid])
RL_UpdatedHealth[playerid]=false;
else
{
new
Float:RL_PlayerPos[3],
Float:RL_Distance,
Float:RL_CameraPos[3],
Float:RL_CameraVectors[3],
RL_Tick
;
RL_Tick = (GetTickCount()-1000);
GetPlayerPos(playerid, RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
foreach(Player,i)
{
if(RL_Shooting[i] || RL_Tick < RL_Released[i])
{
if(i != playerid)
{
if(IsPlayerInRangeOfPoint(i,200.0,RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]))
{
GetPlayerCameraFrontVector(i, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2]);
GetPlayerCameraPos(i, RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2]);
GetDistanceFromPointToLine(RL_Distance, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2], RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2], RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
if(RL_Distance < 2.5)
{
CallLocalFunction("OnPlayerShootPlayer","iiff",i,playerid,(RL_phealth[playerid]-RL_HP),(RL_parmour[playerid]-RL_Armour));
break;
}
}
}
}
}
}
}
RL_phealth[playerid]=RL_HP;
RL_parmour[playerid]=RL_Armour;
return (RL_OPUP)?CallLocalFunction("RL_OnPlayerUpdate","i",playerid):1;
}
// Functions
stock crossp(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z, &Float:output)
{
new
Float:c1 = (v1y * v2z) - (v1z * v2y),
Float:c2 = (v1z * v2x) - (v1x * v2z),
Float:c3 = (v1x * v2y) - (v1y * v2x);
output = floatsqroot ((c1 * c1) + (c2 * c2) + (c3 * c3));
return 0;
}
stock GetDistanceFromPointToLine(&Float:distance, Float:line_vector_x, Float:line_vector_y, Float:line_vector_z, Float:line_x, Float:line_y, Float:line_z, Float:point_x, Float:point_y, Float:point_z)
{
//A line is defined by a point (which is on the line (line_x/y/z)) and a vector which defines the direction (line_vector_x/y/z).
static Float:output;
crossp(line_vector_x, line_vector_y, line_vector_z, point_x - line_x, point_y - line_y, point_z - line_z, output);//Cross product of 2 vectors.
distance = output / floatsqroot ((line_vector_x * line_vector_x) + (line_vector_y * line_vector_y) + (line_vector_z * line_vector_z));
return 0;
}
// SetPlayerHealth
stock SetPlayerHealthEx(playerid, Float:health)
{
// RL_phealth[playerid]=health;
RL_UpdatedHealth[playerid]=true;
return SetPlayerHealth(playerid, health);
}
#define SetPlayerHealth SetPlayerHealthEx
// SetPlayerArmour
stock SetPlayerArmourEx(playerid, Float:armour)
{
// RL_parmour[playerid]=armour;
RL_UpdatedHealth[playerid]=true;
return SetPlayerArmour(playerid, armour);
}
#define SetPlayerArmour SetPlayerArmourEx
#if defined _ALS_OnPlayerUpdate
#undef OnPlayerUpdate
#else
#define _ALS_OnPlayerUpdate
#endif
#define OnPlayerUpdate RL_OnPlayerUpdate
forward RL_OnPlayerUpdate(playerid);
// OnPlayerKeyStateChange
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(PRESSED(KEY_FIRE)) RL_Shooting[playerid]=true;
else if(RELEASED(KEY_FIRE))
{
RL_Shooting[playerid]=false;
RL_Released[playerid]=GetTickCount();
}
return (RL_OPKSC)?CallLocalFunction("RL_OnPlayerKeyStateChange","iii",playerid,newkeys,oldkeys):1;
}
#if defined _ALS_OnPlayerKeyStateChange
#undef OnPlayerKeyStateChange
#else
#define _ALS_OnPlayerKeyStateChange
#endif
#define OnPlayerKeyStateChange RL_OnPlayerKeyStateChange
forward RL_OnPlayerKeyStateChange(playerid,newkeys,oldkeys);
// OnPlayerStateChange
public OnPlayerStateChange(playerid, newstate, oldstate)
{
if(newstate == PLAYER_STATE_WASTED)
{
if(RL_UpdatedHealth[playerid])
RL_UpdatedHealth[playerid]=false;
else
{
new
Float:RL_PlayerPos[3],
Float:RL_Distance,
Float:RL_CameraPos[3],
Float:RL_CameraVectors[3],
RL_Tick,
Float:RL_HP,
Float:RL_Armour
;
RL_Tick = (GetTickCount()-1000);
GetPlayerPos(playerid, RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
foreach(Player,i)
{
if(RL_Shooting[i] || RL_Tick < RL_Released[i])
{
if(i != playerid)
{
GetPlayerCameraFrontVector(i, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2]);
GetPlayerCameraPos(i, RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2]);
if(IsPlayerInRangeOfPoint(i,200.0,RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]))
{
GetDistanceFromPointToLine(RL_Distance, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2], RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2], RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
if(RL_Distance < 2.5)
{
CallLocalFunction("OnPlayerShootPlayer","iiff",i,playerid,(RL_phealth[playerid]-RL_HP),(RL_parmour[playerid]-RL_Armour));
break;
}
}
}
}
}
}
}
RL_Shooting[playerid]=false;
RL_Released[playerid]=GetTickCount();
return (RL_OPSC)?CallLocalFunction("RL_OnPlayerStateChange","iii",playerid,newstate,oldstate):1;
}
#if defined _ALS_OnPlayerStateChange
#undef OnPlayerStateChange
#else
#define _ALS_OnPlayerStateChange
#endif
#define OnPlayerStateChange RL_OnPlayerStateChange
forward RL_OnPlayerStateChange(playerid,newstate, oldstate);
// OnPlayerConnect
public OnPlayerConnect(playerid)
{
RL_Shooting[playerid]=false;
RL_Released[playerid]=0;
return (RL_OPC)?CallLocalFunction("RL_OnPlayerConnect","i",playerid):1;
}
#if defined _ALS_OnPlayerConnect
#undef OnPlayerConnect
#else
#define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect RL_OnPlayerConnect
forward RL_OnPlayerConnect(playerid);
// OnGameModeInit
public OnGameModeInit()
{
RL_OPUP = (funcidx("RL_OnPlayerUpdate") != -1);
RL_OPSC = (funcidx("RL_OnPlayerStateChange") != -1);
RL_OPKSC = (funcidx("RL_OnPlayerKeyStateChange") != -1);
RL_OPC = (funcidx("RL_OnPlayerConnect") != -1);
return (funcidx("RL_OnGameModeInit") != -1)?CallLocalFunction("RL_OnGameModeInit",""):1;
}
#if defined _ALS_OnGameModeInit
#undef OnGameModeInit
#else
#define _ALS_OnGameModeInit
#endif
#define OnGameModeInit RL_OnGameModeInit
forward RL_OnGameModeInit();
// The end.