17.08.2009, 22:45
I guess its about time I contributed something, to bad its just an optimized versions of someone else's function
The good thing is, its optimized according to ******'s optimization code thread. I have tested this with GetClosestPlayer and it worked fine, I tested it on my new version of LSA with only one person but it worked, can't tell you how much it improved processing tho as I haven't tested that just if it worked, I assumed going by what ****** said that it should be faster either way.
Credits to the original creator. (Sorry don't know who it was)
The line improved is this
The good thing is, its optimized according to ******'s optimization code thread. I have tested this with GetClosestPlayer and it worked fine, I tested it on my new version of LSA with only one person but it worked, can't tell you how much it improved processing tho as I haven't tested that just if it worked, I assumed going by what ****** said that it should be faster either way.
Credits to the original creator. (Sorry don't know who it was)
pawn Код:
public Float:GetDistanceBetweenPlayers(p1,p2)
{
new Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2;
if(!IsPlayerConnected(p1) || !IsPlayerConnected(p2))
{
return -1.00;
}
GetPlayerPos(p1,x1,y1,z1);
GetPlayerPos(p2,x2,y2,z2);
return floatsqroot((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)+(z2-z1)*(z2-z1));
}
pawn Код:
return floatsqroot(floatpower(floatabs(floatsub(x2,x1)),2)+floatpower(floatabs(floatsub(y2,y1)),2)+floatpower(floatabs(floatsub(z2,z1)),2));