Quote:
Originally Posted by Laurey
Try this one
pawn Код:
stock GetDirection(Float:Angle) { new direction[30]; if(350 < Angle <= 10) { format(direction, sizeof(direction), "North"); } else if(10 < Angle <= 80) { format(direction, sizeof(direction), "North-East"); } else if(80 < Angle <= 100) { format(direction, sizeof(direction), "East"); } else if(100 < Angle <= 170) { format(direction, sizeof(direction), "South-East"); } else if(170 < Angle <= 190) { format(direction, sizeof(direction), "South"); } else if(190 < Angle <= 260) { format(direction, sizeof(direction), "East-West"); } else if(260 < Angle <= 280) { format(direction, sizeof(direction), "West"); } else if(280 < Angle <= 350) { format(direction, sizeof(direction), "North-West"); } return direction; } new Float:Angle; GetPlayerFacingAngle(i,Angle); new zone[MAX_ZONE_NAME]; GetPlayer2DRadarZone(i, zone, sizeof(zone)); format(string, sizeof(string), "{39AACC}[CONTROL]: {FFFFFF}Vehicle was last seen in %s traveling %s.",zone, direction);
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It's returning strings but not the right ones lol. Is their a more efficient accurate way to do this? I'm confused. I figured GetPlayerFacingAngle would be accurate since the driver is facing the same way as the vehicle.