There is a way to do that maybe someone else has a better idea but you could translate the players position based on the rotation of the object then do an area check then could just use the streamer to check.
This can translate your players position back to a 0,0,0 orientation in correlation of your object basically you give the inverse rotational values of the object as the translation.
pawn Код:
stock AttachPoint(Float:offx, Float:offy, Float:offz, Float:offrx, Float:offry, Float:offrz, Float:px, Float:py, Float:pz, Float:prx, Float:pry, Float:prz, &Float:RetX, &Float:RetY, &Float:RetZ, &Float:RetRX, &Float:RetRY, &Float:RetRZ, sync_rotation = 1)
{
new
Float:g_sin[3],
Float:g_cos[3],
Float:off_x,
Float:off_y,
Float:off_z;
EDIT_FloatEulerFix(prx, pry, prz);
off_x = offx - px; // static offset
off_y = offy - py; // static offset
off_z = offz - pz; // static offset
// Calculate the new position
EDIT_FloatConvertValue(prx, pry, prz, g_sin, g_cos);
RetX = px + off_x * g_cos[1] * g_cos[2] - off_x * g_sin[0] * g_sin[1] * g_sin[2] - off_y * g_cos[0] * g_sin[2] + off_z * g_sin[1] * g_cos[2] + off_z * g_sin[0] * g_cos[1] * g_sin[2];
RetY = py + off_x * g_cos[1] * g_sin[2] + off_x * g_sin[0] * g_sin[1] * g_cos[2] + off_y * g_cos[0] * g_cos[2] + off_z * g_sin[1] * g_sin[2] - off_z * g_sin[0] * g_cos[1] * g_cos[2];
RetZ = pz - off_x * g_cos[0] * g_sin[1] + off_y * g_sin[0] + off_z * g_cos[0] * g_cos[1];
if (sync_rotation)
{
// Calculate the new rotation
EDIT_FloatConvertValue(asin(g_cos[0] * g_cos[1]), atan2(g_sin[0], g_cos[0] * g_sin[1]) + offrz, atan2(g_cos[1] * g_cos[2] * g_sin[0] - g_sin[1] * g_sin[2], g_cos[2] * g_sin[1] - g_cos[1] * g_sin[0] * -g_sin[2]), g_sin, g_cos);
EDIT_FloatConvertValue(asin(g_cos[0] * g_sin[1]), atan2(g_cos[0] * g_cos[1], g_sin[0]), atan2(g_cos[2] * g_sin[0] * g_sin[1] - g_cos[1] * g_sin[2], g_cos[1] * g_cos[2] + g_sin[0] * g_sin[1] * g_sin[2]), g_sin, g_cos);
EDIT_FloatConvertValue(atan2(g_sin[0], g_cos[0] * g_cos[1]) + offrx, asin(g_cos[0] * g_sin[1]), atan2(g_cos[2] * g_sin[0] * g_sin[1] + g_cos[1] * g_sin[2], g_cos[1] * g_cos[2] - g_sin[0] * g_sin[1] * g_sin[2]), g_sin, g_cos);
RetRX = asin(g_cos[1] * g_sin[0]);
RetRY = atan2(g_sin[1], g_cos[0] * g_cos[1]) + offry;
RetRZ = atan2(g_cos[0] * g_sin[2] - g_cos[2] * g_sin[0] * g_sin[1], g_cos[0] * g_cos[2] + g_sin[0] * g_sin[1] * g_sin[2]);
}
}
stock EDIT_FloatConvertValue(Float:rot_x, Float:rot_y, Float:rot_z, Float:sin[3], Float:cos[3])
{
sin[0] = floatsin(rot_x, degrees);
sin[1] = floatsin(rot_y, degrees);
sin[2] = floatsin(rot_z, degrees);
cos[0] = floatcos(rot_x, degrees);
cos[1] = floatcos(rot_y, degrees);
cos[2] = floatcos(rot_z, degrees);
return 1;
}
/*
* Fixes a bug that causes objects to not rotate
* correctly when rotating on the Z axis only.
*/
stock EDIT_FloatEulerFix(&Float:rot_x, &Float:rot_y, &Float:rot_z)
{
EDIT_FloatGetRemainder(rot_x, rot_y, rot_z);
if((!floatcmp(rot_x, 0.0) || !floatcmp(rot_x, 360.0))
&& (!floatcmp(rot_y, 0.0) || !floatcmp(rot_y, 360.0)))
{
rot_y = 0.00000002;
}
return 1;
}
stock EDIT_FloatGetRemainder(&Float:rot_x, &Float:rot_y, &Float:rot_z)
{
EDIT_FloatRemainder(rot_x, 360.0);
EDIT_FloatRemainder(rot_y, 360.0);
EDIT_FloatRemainder(rot_z, 360.0);
return 1;
}
stock EDIT_FloatRemainder(&Float:remainder, Float:value)
{
if(remainder >= value)
{
while(remainder >= value)
{
remainder = remainder - value;
}
}
else if(remainder < 0.0)
{
while(remainder < 0.0)
{
remainder = remainder + value;
}
}
return 1;
}