stock GetClosestVehicle(playerid, Float:range) { new Float: x, Float: y, Float: z; new Float: dist, closeveh; for(new i = 1; i < MAX_VEHICLES; i++) { if(GetVehiclePos(i, x, y, z)) { dist = GetPlayerDistanceFromPoint(playerid, x, y, z); if(dist < range) { //closedist = dist; closeveh = i; } } } return closeveh; }
stock GetClosestVehicle(playerid, Float:range)
{
new Float: x, Float: y, Float: z;
new Float: closedist = range;
new closeveh;
for(new i = 1; i < MAX_VEHICLES; i++)
{
if(GetVehiclePos(i, x, y, z))
{
dist = GetPlayerDistanceFromPoint(playerid, x, y, z);
if(dist < closedist)
{
closedist = dist;
closeveh = i;
}
}
}
return closeveh;
}
stock GetClosestVehicle(playerid, Float:range)
{
new Float: x, Float: y, Float: z;
new Float: closedist = range;
new closeveh;
for(new i = 1; i < MAX_VEHICLES; i++)
{
if(GetVehiclePos(i, x, y, z))
{
if (IsPlayerInVehicle(playerid, i)) continue;
dist = GetPlayerDistanceFromPoint(playerid, x, y, z);
if(dist < closedist)
{
closedist = dist;
closeveh = i;
}
}
}
return closeveh;
}
I don't understand why you're assigning a vehicle id into a float variable.
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new Float: x, Float: y, Float: z;
new Float: dist, closeveh;
stock GetClosestVehicle(playerid, Float:range)
{
new Float: x, Float: y, Float: z;
new Float: closedist = range;
new closeveh;
new playerveh;
playerveh = GetPlayerVehicleID(playerid);
for(new i = 1; i < MAX_VEHICLES; i++)
{
if(playerveh == i) continue;
if(GetVehiclePos(i, x, y, z))
{
dist = GetPlayerDistanceFromPoint(playerid, x, y, z);
if(dist < closedist)
{
closedist = dist;
closeveh = i;
}
}
}
return closeveh;
}
stock GetClosestVehicle(playerid, Float: range)
{
new Float: PosX, Float: PosY, Float: PosZ, Float: CloseDist = range, Float: Dist, FetchVeh, PlayerVeh;
PlayerVeh = GetPlayerVehicleID(playerid);
for(new i = GetVehiclePoolSize(); i != 0; i--)
{
if(!IsValidVehicle(i)) continue;
if(i == PlayerVeh) continue;
GetVehiclePos(i, PosX, PosY, PosZ);
Dist = GetPlayerDistanceFromPoint(playerid, PosX, PosY, PosZ);
if(Dis <= CloseDist)
{
FetchVeh = i;
CloseDist = Dist;
}
}
return FetchVeh;
}