IsPlayerAimingAtArea
#1

Just a tiny question - is there such a function?
If there isnt I'll make my own
Thanks
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#2

Can you provide the parameters?
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#3

you could have searched ******.
anyways heres what i found https://sampforum.blast.hk/showthread.php?tid=140765 its old though
and no i dont think there is any function like that
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#4

Quote:
Originally Posted by T0pAz
Посмотреть сообщение
Can you provide the parameters?
playerid
MinX
MinY
MaxX
MaxY

returns true/false
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#5

bump..
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#6

Bump...
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#7

Nvm.
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#8

Код:
stock IsPlayerAimingAt(playerid, Float:x, Float:y, Float:z, Float:radius) {
  new Float:camera_x,Float:camera_y,Float:camera_z,Float:vector_x,Float:vector_y,Float:vector_z;
  GetPlayerCameraPos(playerid, camera_x, camera_y, camera_z);
  GetPlayerCameraFrontVector(playerid, vector_x, vector_y, vector_z);

	new Float:vertical, Float:horizontal;

	switch (GetPlayerWeapon(playerid)) {
	  case 34,35,36: {
	  if (DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, vector_x, vector_y, vector_z) < radius) return true;
	  return false;
	  }
	  case 30,31: {vertical = 4.0; horizontal = -1.6;}
	  case 33: {vertical = 2.7; horizontal = -1.0;}
	  default: {vertical = 6.0; horizontal = -2.2;}
	}

  new Float:angle = GetPointAngleToPoint(0, 0, floatsqroot(vector_x*vector_x+vector_y*vector_y), vector_z) - 270.0;
  new Float:resize_x, Float:resize_y, Float:resize_z = floatsin(angle+vertical, degrees);
  GetXYInFrontOfPoint(resize_x, resize_y, GetPointAngleToPoint(0, 0, vector_x, vector_y)+horizontal, floatcos(angle+vertical, degrees));

  if (DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, resize_x, resize_y, resize_z) < radius) return true;
  return false;
}
functions you will need
Код:
Float:DistanceCameraTargetToLocation(Float:CamX, Float:CamY, Float:CamZ, Float:ObjX, Float:ObjY, Float:ObjZ, Float:FrX, Float:FrY, Float:FrZ)
{
	new Float:TGTDistance;

	TGTDistance = floatsqroot((CamX - ObjX) * (CamX - ObjX) + (CamY - ObjY) * (CamY - ObjY) + (CamZ - ObjZ) * (CamZ - ObjZ));

	new Float:tmpX, Float:tmpY, Float:tmpZ;

	tmpX = FrX * TGTDistance + CamX;
	tmpY = FrY * TGTDistance + CamY;
	tmpZ = FrZ * TGTDistance + CamZ;

	return floatsqroot((tmpX - ObjX) * (tmpX - ObjX) + (tmpY - ObjY) * (tmpY - ObjY) + (tmpZ - ObjZ) * (tmpZ - ObjZ));
}
//===================================//
stock Float:GetPointAngleToPoint(Float:x2, Float:y2, Float:X, Float:Y)
{
	new Float:DX, Float:DY;
  	new Float:angle;

  	DX = floatabs(floatsub(x2,X));
  	DY = floatabs(floatsub(y2,Y));

  	if (DY == 0.0 || DX == 0.0)
	{
		if(DY == 0 && DX > 0) angle = 0.0;
    	else if(DY == 0 && DX < 0) angle = 180.0;
    	else if(DY > 0 && DX == 0) angle = 90.0;
    	else if(DY < 0 && DX == 0) angle = 270.0;
    	else if(DY == 0 && DX == 0) angle = 0.0;
  	}
  	else
  	{
		angle = atan(DX/DY);
    	if(X > x2 && Y <= y2) angle += 90.0;
    	else if(X <= x2 && Y < y2) angle = floatsub(90.0, angle);
    	else if(X < x2 && Y >= y2) angle -= 90.0;
    	else if(X >= x2 && Y > y2) angle = floatsub(270.0, angle);
  	}
  	return floatadd(angle, 90.0);
}
//===================================//
stock GetXYInFrontOfPoint(&Float:x, &Float:y, Float:angle, Float:distance)
{
	x += (distance * floatsin(-angle, degrees));
	y += (distance * floatcos(-angle, degrees));
}
+rep pls
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#9

Thanks a lot
+Rep
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