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A testing script for rendering lines on camera and bullet vectors for hit spread analysis.
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#define FILTERSCRIPT | |
#include <a_samp> | |
#include <streamer> // by Incognito - github.com/samp-incognito/samp-streamer-plugin/releases | |
#include <SIF/Core.pwn> // by Southclaw - github.com/Southclaw/SIF | |
#include <strlib> // by Slice - github.com/oscar-broman/strlib | |
#include <Line> // by Southclaw - github.com/Southclaw/Line | |
#include <ZCMD> // by Zeex - forum.sa-mp.com/showthread.php?t=91354 | |
public OnFilterScriptInit() | |
{ | |
Streamer_ToggleIdleUpdate(0, true); | |
SetWorldTime(0); // So we can see neon | |
} | |
Float:absoluteangle(Float:angle) | |
{ | |
while(angle < 0.0)angle += 360.0; | |
while(angle > 360.0)angle -= 360.0; | |
return angle; | |
} | |
stock GetPlayerCameraWeaponVector(playerid, & Float: vX, & Float: vY, & Float: vZ) | |
{ | |
if(GetPlayerCameraFrontVector(playerid, vX, vY, vZ)) | |
{ | |
switch(GetPlayerWeapon(playerid)) | |
{ | |
case WEAPON_SNIPER, WEAPON_ROCKETLAUNCHER, WEAPON_HEATSEEKER: | |
{ | |
return true; | |
} | |
case WEAPON_RIFLE: | |
{ | |
new | |
Float: angle = -(atan2(vX, vY) + 12.920722) | |
; | |
vX += floatcos(angle, degrees) * 0.019384; | |
vY += floatsin(angle, degrees) * 0.019384; | |
vZ += 0.047052; | |
return true; | |
} | |
case WEAPON_AK47, WEAPON_M4: | |
{ | |
new | |
Float: angle = -(atan2(vX, vY) + 16.827384) | |
; | |
vX += floatcos(angle, degrees) * 0.029147; | |
vY += floatsin(angle, degrees) * 0.029147; | |
vZ += 0.069293; | |
return true; | |
} | |
case WEAPON_COLT45 .. WEAPON_MP5, WEAPON_TEC9, WEAPON_FLAMETHROWER, WEAPON_MINIGUN: | |
{ | |
new | |
Float: angle = -(atan2(vX, vY) + 15.476425) | |
; | |
vX += floatcos(angle, degrees) * 0.043317; | |
vY += floatsin(angle, degrees) * 0.043317; | |
vZ += 0.103916; | |
return true; | |
} | |
} | |
} | |
return false; | |
} | |
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ) | |
{ | |
if(fX*fY*fZ == 0.0) | |
return 1; | |
new | |
Float:fOriginX, | |
Float:fOriginY, | |
Float:fOriginZ, | |
Float:fHitPosX, | |
Float:fHitPosY, | |
Float:fHitPosZ; | |
new | |
Float:fCamVecX, | |
Float:fCamVecY, | |
Float:fCamVecZ, | |
Float:fHitVecX, | |
Float:fHitVecY, | |
Float:fHitVecZ; | |
new | |
Float:fBulletRotation, | |
Float:fBulletElevation, | |
Float:fCameraRotation, | |
Float:fCameraElevation; | |
GetPlayerLastShotVectors(playerid, fOriginX, fOriginY, fOriginZ, fHitPosX, fHitPosY, fHitPosZ); | |
GetPlayerCameraWeaponVector(playerid, fCamVecX, fCamVecY, fCamVecZ); | |
fHitVecX = fHitPosX - fOriginX; | |
fHitVecY = fHitPosY - fOriginY; | |
fHitVecZ = fHitPosZ - fOriginZ; | |
fBulletRotation = absoluteangle(-(90-(atan2((fHitVecY), (fHitVecX))))); | |
fBulletElevation = 90-floatabs(atan2(floatsqroot(floatpower(fHitVecX, 2.0) + floatpower(fHitVecY, 2.0)), fHitVecZ)); | |
fCameraRotation = absoluteangle(-(90-(atan2((fCamVecY), (fCamVecX))))); | |
fCameraElevation = 90-floatabs(atan2(floatsqroot(floatpower(fCamVecX, 2.0) + floatpower(fCamVecY, 2.0)), fCamVecZ)); | |
ShowActionText(playerid, | |
sprintf("~>~: %.2f | ~u~: %.2f~n~~>~: %.2f | ~u~: %.2f~n~~>~: %.2f | ~u~: %.2f", | |
fBulletRotation, fBulletElevation, | |
fCameraRotation, fCameraElevation, | |
fCameraRotation - fBulletRotation, fCameraElevation - fBulletElevation), 0); | |
CreateLineSegment(19087, 2.46, | |
fOriginX, fOriginY, fOriginZ, | |
fHitPosX, fHitPosY, fHitPosZ, | |
.RotX = 90.0, .objlengthoffset = -(2.46/2)); | |
new | |
Float:fCamPosX, | |
Float:fCamPosY, | |
Float:fCamPosZ; | |
GetPlayerCameraPos(playerid, fCamPosX, fCamPosY, fCamPosZ); | |
CreateLineSegment(18648, 2.0, | |
fCamPosX, fCamPosY, fCamPosZ, | |
fCamPosX + (fCamVecX * 100), fCamPosY + (fCamVecY * 100), fCamPosZ + (fCamVecZ * 100), | |
.RotX = 0.0, .objlengthoffset = -(2.0/2)); | |
return 0; | |
} | |
CMD:w(playerid, params[]) | |
{ | |
GivePlayerWeapon(playerid, strval(params), 99999); | |
return 1; | |
} | |
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