/
Missile.inc
716 lines (638 loc) · 29.7 KB
/
Missile.inc
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/*
Missile.inc
Copyright © 2022 Abyss Morgan. All rights reserved.
Website: https://adm.ct8.pl
Plugins: Streamer, ColAndreas
Modules: 3DTryg
File Version: 2.3.1
Streamer Version: 2.9.5
ColAndreas Version: 1.5.0
3DTryg Version: Gen. 2 v1.0.0
Functions:
Missile::Launch(type,Float:detection_range,Float:explode_radius,Float:speed,Float:x,Float:y,Float:z,worldid,interiorid,playerid,Float:streamdistance,missile_object,Float:tx,Float:ty,Float:tz,byplayerid=INVALID_PLAYER_ID,teamid=ANY_TEAM,bool:remote=false,remote_count=MAX_MISSILE_REMOTE_TARGET,remote_height=1.0,Float:arc_roll=0.0,Float:damage=-1.0,Float:vehicle_damage=-1.0);
Missile::LaunchAimPlayer(targetid,type,Float:detection_range,Float:explode_radius,Float:speed,Float:x,Float:y,Float:z,worldid,interiorid,playerid,Float:streamdistance,missile_object,Float:tx,Float:ty,Float:tz,byplayerid=INVALID_PLAYER_ID,teamid=ANY_TEAM,Float:damage=-1.0,Float:vehicle_damage=-1.0);
Missile::StopAimPlayer(mobid);
Missile::Destroy(mobid,type,playerid);
Missile::RemoteTarget(mobid,Float:tx,Float:ty,Float:tz,Float:speed = 0.0);
Missile::GetExplodeVisibility();
Missile::SetExplodeVisibility(Float:explode_stream);
Missile::DisableAllAim(playerid);
Extended Functions:
Misile::GetObject(mobid);
Misile::GetArea(mobid);
Misile::GetType(mobid);
Misile::GetExplode(mobid);
Misile::GetPlayer(mobid);
Misile::GetTeamID(mobid);
Misile::GetVehicle(mobid);
Misile::GetRemoteCount(mobid);
Misile::GetRemoteID(mobid);
Misile::GetSpeed(mobid);
Misile::GetTargetID(mobid);
Misile::GetDamage(mobid);
Misile::GetVehicleDamage(mobid);
Callbacks:
OnMissileDestroy(mobid,Float:x,Float:y,Float:z,type,killerid,byplayerid);
OnMissileDetectPlayer(playerid,killerid);
OnMissileRequestLaunch(Float:x,Float:y,Float:z,playerid,targetid);
*/
#if defined _samp_included
#if (!defined GetPlayerPoolSize || !defined GetSVarInt)
#error [ADM] This include requires SA:MP version 0.3.7
#endif
#else
#error [ADM] This include requires SA:MP Include
#endif
#if ((!defined Streamer_GetItemPos) || (!defined INVALID_STREAMER_ID) || (!defined STREAMER_TYPE_ACTOR) || (!defined RemoveDynamicObjectMaterialText))
#error [ADM] This include required Streamer v2.9.5 (github.com/samp-incognito/samp-streamer-plugin/releases)
#endif
#if !defined COLANDREAS_VERSION
#error [ADM] This include required ColAndreas v1.5.0 (github.com/Pottus/ColAndreas/releases)
#elseif (COLANDREAS_VERSION < 10500)
#error [ADM] Update your ColAndreas v1.5.0 (github.com/Pottus/ColAndreas/releases)
#endif
//Check Version 3DTryg.inc
#if !defined TRYG3D_REMASTERED_INCLUDE
#error [ADM] This include required 3DTryg.inc Gen. 2 v1.0.0
#elseif !defined TRYG3D_VERSION
#error [ADM] Update your 3DTryg.inc to Gen. 2 v1.0.0
#elseif (TRYG3D_VERSION < 10000)
#error [ADM] Update your 3DTryg.inc to Gen. 2 v1.0.0
#endif
#if !defined TRYG3D_MOD_PLAYER
#error [ADM] Module not initialized: TRYG3D_MOD_PLAYER (add #define TRYG3D_ENABLE_PLAYER before include 3DTryg.inc)
#endif
#if !defined TRYG3D_MOD_UNIVERSAL
#error [ADM] Module not initialized: TRYG3D_MOD_UNIVERSAL (add #define TRYG3D_ENABLE_UNIVERSAL before include 3DTryg.inc)
#endif
#if !defined TRYG3D_MOD_CAST3D
#error [ADM] Module not initialized: TRYG3D_MOD_CAST3D (add #define TRYG3D_ENABLE_CAST3D before include 3DTryg.inc)
#endif
#if !defined TRYG3D_MOD_COLANDREAS
#error [ADM] Module not initialized: TRYG3D_MOD_COLANDREAS (add #define TRYG3D_ENABLE_COLANDREAS before include 3DTryg.inc)
#endif
#if defined _missile_launcher
#endinput
#endif
#define _missile_launcher
#define DYNAMIC_FILTERSCRIPT "ALS:HOOK:METHOD"
#define Missile:: Missile_
#define Missile_Version (20301)
#define MISSILE_OBJECT_NORMAL (0)
#define MISSILE_OBJECT_BIG (1)
#define MISSILE_OBJECT_HYDRA (2)
#define MISSILE_OBJECT_BOMB (3)
#define MISSILE_OBJECT_BOMB_STATIC (4)
#define MISSILE_OBJECT_FLARE_1 (5)
#define MISSILE_OBJECT_FLARE_2 (6)
#define MISSILE_OBJECT_BULLET (7)
#if !defined MAX_MISSILE
#define MAX_MISSILE (2048)
#endif
#if !defined MAX_MISSILE_REMOTE_TARGET
#define MAX_MISSILE_REMOTE_TARGET (34)
#endif
#define MISSILE_EXTRA_ID_OFFSET (300001)
#define MISSILE_REMOTE_PLAYER (999)
#define MISSILE_REMOTE_FLARE (989)
#define MISSILE_TYPE_EXPLODE_SMALL (12)
#define MISSILE_TYPE_EXPLODE_NORMAL (2)
#define MISSILE_TYPE_EXPLODE_LARGE (6)
#define MISSILE_TYPE_EXPLODE_HUGE (7)
#define MISSILE_TYPE_EXPLODE_NONE (14)
#define MISSILE_DESTROY_TYPE_TARGET (0) //When rocket reaches its destination (always killerid=INVALID_PLAYER_ID)
#define MISSILE_DESTROY_TYPE_DETECT (1) //When rocket has been destroyed by detection range
#define MISSILE_DESTROY_TYPE_KILL (2) //When rocket has been destroyed by player
#define WEAPON_MISSILE_BULLET (102)
#define INVALID_MISSILE_ID (0)
#if !defined ANY_TEAM
#define ANY_TEAM (0xFFFF)
#endif
enum Missile::Enum {
bool: Missile::Active,
STREAMER_TAG_OBJECT: Missile::Object,
STREAMER_TAG_AREA: Missile::Area,
Missile::Type,
Float: Missile::Explode,
Missile::PlayerID,
Missile::TeamID,
Missile::Vehicle,
Missile::RemoteCount,
Missile::RemoteID,
Float: Missile::Speed,
Missile::TargetID,
Float: Missile::Damage,
Float: Missile::VehicleDamage
}
new Missile::Data[MAX_MISSILE][Missile::Enum],
Float: Missile::Points[MAX_MISSILE][MAX_MISSILE_REMOTE_TARGET][3],
bool: Missile::PlayerAim[MAX_PLAYERS],
Missile::UpperBound = -1,
Float: Missile::ExplosionVisibility = 200.0;
#define Missile_GetExplodeVisibility() Missile::ExplosionVisibility
#define Missile_SetExplodeVisibility(%0) Missile::ExplosionVisibility = (%0)
#define Missile_GetObject(%0) Missile::Data[(%0)][Missile::Object]
#define Missile_GetArea(%0) Missile::Data[(%0)][Missile::Area]
#define Missile_GetType(%0) Missile::Data[(%0)][Missile::Type]
#define Missile_GetExplode(%0) Missile::Data[(%0)][Missile::Explode]
#define Missile_GetPlayer(%0) Missile::Data[(%0)][Missile::PlayerID]
#define Missile_GetTeamID(%0) Missile::Data[(%0)][Missile::TeamID]
#define Missile_GetVehicle(%0) Missile::Data[(%0)][Missile::Vehicle]
#define Missile_GetRemoteCount(%0) Missile::Data[(%0)][Missile::RemoteCount]
#define Missile_GetRemoteID(%0) Missile::Data[(%0)][Missile::RemoteID]
#define Missile_GetSpeed(%0) Missile::Data[(%0)][Missile::Speed]
#define Missile_GetTargetID(%0) Missile::Data[(%0)][Missile::TargetID]
#define Missile_GetDamage(%0) Missile::Data[(%0)][Missile::Damage]
#define Missile_GetVehicleDamage(%0) Missile::Data[(%0)][Missile::VehicleDamage]
stock Missile::GetFreeID(){
for(new i = 1; i < MAX_MISSILE; i++){
if(!Missile::Data[i][Missile::Active]) return i;
}
return INVALID_MISSILE_ID;
}
forward OnMissileDestroy(mobid,Float:x,Float:y,Float:z,type,killerid,byplayerid);
forward OnMissileDetectPlayer(playerid,killerid);
#if defined OnMissileRequestLaunch
forward OnMissileRequestLaunch(Float:x,Float:y,Float:z,playerid,targetid);
#endif
stock Missile::Launch(type,Float:detection_range,Float:explode_radius,Float:speed,Float:x,Float:y,Float:z,worldid,interiorid,playerid, \
Float:streamdistance,missile_object,Float:tx,Float:ty,Float:tz,byplayerid=INVALID_PLAYER_ID,teamid=ANY_TEAM, \
bool:remote=false,remote_count=MAX_MISSILE_REMOTE_TARGET,Float:remote_height=1.0,Float:arc_roll=0.0,Float:damage=-1.0,Float:vehicle_damage=-1.0){
#if defined OnMissileRequestLaunch
if(!OnMissileRequestLaunch(tx,ty,tz,byplayerid,INVALID_PLAYER_ID)) return INVALID_MISSILE_ID;
#endif
new mobid = Missile::GetFreeID();
if(mobid == INVALID_MISSILE_ID){
printf("[ADM] Error: Failed to Missile::Launch limit %d exceeded, add #define MAX_MISSILE before Missile.inc",MAX_MISSILE);
return INVALID_MISSILE_ID;
}
if(mobid > Missile::UpperBound) Missile::UpperBound = mobid;
new Float:rx, Float:rz;
Tryg3D::GetRotationFor2Point3D(x,y,z,tx,ty,tz,rx,rz);
switch(missile_object){
case MISSILE_OBJECT_NORMAL: {
rz = Tryg3D::CompressRotation(rz-90.0);
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(3790,x,y,z,0.0,rx,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_BIG: {
rz = Tryg3D::CompressRotation(rz-90.0);
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(3786,x,y,z,0.0,rx,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_HYDRA: {
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(345,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_BOMB: {
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(1636,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_BOMB_STATIC: {
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(1636,x,y,z,0.0,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_FLARE_1: {
rx = Tryg3D::CompressRotation(rx+90.0);
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(18728,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_FLARE_2: {
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(354,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_BULLET: {
rx = Tryg3D::CompressRotation(rx-90.0);
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(322,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
}
Missile::Data[mobid][Missile::Explode] = explode_radius;
Missile::Data[mobid][Missile::PlayerID] = byplayerid;
Missile::Data[mobid][Missile::TeamID] = teamid;
Missile::Data[mobid][Missile::Speed] = speed;
Missile::Data[mobid][Missile::TargetID] = INVALID_PLAYER_ID;
Missile::Data[mobid][Missile::Damage] = damage;
Missile::Data[mobid][Missile::VehicleDamage] = vehicle_damage;
if(Missile::Data[mobid][Missile::Damage] != -1 && Missile::Data[mobid][Missile::VehicleDamage] == -1) Missile::Data[mobid][Missile::VehicleDamage] = 750.0;
if(remote && remote_count > 0){
if(remote_height <= 0.0) remote_height = 1.0;
if(remote_count > MAX_MISSILE_REMOTE_TARGET) remote_count = MAX_MISSILE_REMOTE_TARGET;
Missile::Data[mobid][Missile::RemoteCount] = remote_count-2;
Missile::Data[mobid][Missile::RemoteID] = 2;
Tryg3D::GetArcPoints3D(x,y,z,tx,ty,tz,arc_roll,remote_height,Missile::Points[mobid],remote_count);
new rid = remote_count-1;
tx = Missile::Points[mobid][rid][0];
ty = Missile::Points[mobid][rid][1];
tz = Missile::Points[mobid][rid][2];
Tryg3D::MovePointCol(tx,ty,tz,tx,ty,tz-10000.0,Missile::Points[mobid][rid][0],Missile::Points[mobid][rid][1],Missile::Points[mobid][rid][2]);
tx = Missile::Points[mobid][1][0];
ty = Missile::Points[mobid][1][1];
tz = Missile::Points[mobid][1][2];
Tryg3D::GetRotationFor2Point3D(x,y,z,tx,ty,tz,rx,rz);
switch(missile_object){
case MISSILE_OBJECT_NORMAL: {
rz = Tryg3D::CompressRotation(rz-90.0);
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],0.0,rx,rz);
}
case MISSILE_OBJECT_BIG: {
rz = Tryg3D::CompressRotation(rz-90.0);
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],0.0,rx,rz);
}
case MISSILE_OBJECT_HYDRA: {
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],rx,0.0,rz);
}
case MISSILE_OBJECT_BOMB: {
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],rx,0.0,rz);
}
case MISSILE_OBJECT_BOMB_STATIC: {
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],0.0,0.0,rz);
}
case MISSILE_OBJECT_FLARE_1: {
rx = Tryg3D::CompressRotation(rx+90.0);
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],rx,0.0,rz);
}
case MISSILE_OBJECT_FLARE_2: {
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],rx,0.0,rz);
}
case MISSILE_OBJECT_BULLET: {
rx = Tryg3D::CompressRotation(rx-90.0);
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],rx,0.0,rz);
}
}
} else {
Missile::Data[mobid][Missile::RemoteCount] = 0;
}
Missile::Data[mobid][Missile::Vehicle] = GetPlayerVehicleID(byplayerid);
Missile::Data[mobid][Missile::Area] = CreateDynamicSphere(x,y,z,detection_range,worldid,interiorid,playerid);
AttachDynamicAreaToObject(Missile::Data[mobid][Missile::Area],Missile::Data[mobid][Missile::Object]);
Streamer::SetIntData(STREAMER_TYPE_OBJECT,Missile::Data[mobid][Missile::Object],E_STREAMER_EXTRA_ID,(mobid+MISSILE_EXTRA_ID_OFFSET));
Streamer::SetIntData(STREAMER_TYPE_AREA,Missile::Data[mobid][Missile::Area],E_STREAMER_EXTRA_ID,(mobid+MISSILE_EXTRA_ID_OFFSET));
Missile::Data[mobid][Missile::Type] = type;
switch(missile_object){
case MISSILE_OBJECT_HYDRA, MISSILE_OBJECT_BOMB, MISSILE_OBJECT_FLARE_1, MISSILE_OBJECT_FLARE_2, MISSILE_OBJECT_BULLET: {
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,rx,0.0,rz);
}
case MISSILE_OBJECT_BOMB_STATIC: {
if(remote && remote_count > 0){
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,rx,0.0,rz);
} else {
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,0.0,0.0,rz);
}
}
default: {
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,0.0,rx,rz);
}
}
Missile::Data[mobid][Missile::Active] = true;
return mobid;
}
stock Missile::LaunchAimPlayer(targetid,type,Float:detection_range,Float:explode_radius,Float:speed,Float:x,Float:y,Float:z,worldid,interiorid,playerid, \
Float:streamdistance,missile_object,Float:tx,Float:ty,Float:tz,byplayerid=INVALID_PLAYER_ID,teamid=ANY_TEAM,Float:damage=-1.0,Float:vehicle_damage=-1.0){
#if defined OnMissileRequestLaunch
if(!OnMissileRequestLaunch(tx,ty,tz,byplayerid,targetid)) return INVALID_MISSILE_ID;
#endif
new mobid = Missile::GetFreeID();
if(mobid == INVALID_MISSILE_ID){
printf("[ADM] Error: Failed to Missile::Launch limit %d exceeded, add #define MAX_MISSILE before Missile.inc",MAX_MISSILE);
return INVALID_MISSILE_ID;
}
if(mobid > Missile::UpperBound) Missile::UpperBound = mobid;
new Float:rx, Float:rz;
Tryg3D::GetRotationFor2Point3D(x,y,z,tx,ty,tz,rx,rz);
switch(missile_object){
case MISSILE_OBJECT_NORMAL: {
rz = Tryg3D::CompressRotation(rz-90.0);
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(3790,x,y,z,0.0,rx,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_BIG: {
rz = Tryg3D::CompressRotation(rz-90.0);
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(3786,x,y,z,0.0,rx,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_HYDRA: {
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(345,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_BOMB, MISSILE_OBJECT_BOMB_STATIC: {
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(1636,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_FLARE_1: {
rx = Tryg3D::CompressRotation(rx+90.0);
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(18728,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_FLARE_2: {
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(354,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
case MISSILE_OBJECT_BULLET: {
rx = Tryg3D::CompressRotation(rx-90.0);
Missile::Data[mobid][Missile::Object] = CreateDynamicObject(322,x,y,z,rx,0.0,rz,worldid,interiorid,playerid,streamdistance,streamdistance);
}
}
Missile::Data[mobid][Missile::Explode] = explode_radius;
Missile::Data[mobid][Missile::PlayerID] = byplayerid;
Missile::Data[mobid][Missile::TeamID] = teamid;
Missile::Data[mobid][Missile::Speed] = speed;
Missile::Data[mobid][Missile::RemoteCount] = MISSILE_REMOTE_PLAYER;
Missile::Data[mobid][Missile::Vehicle] = GetPlayerVehicleID(byplayerid);
Missile::Data[mobid][Missile::TargetID] = targetid;
Missile::Data[mobid][Missile::Damage] = damage;
Missile::Data[mobid][Missile::VehicleDamage] = vehicle_damage;
if(Missile::Data[mobid][Missile::Damage] != -1 && Missile::Data[mobid][Missile::VehicleDamage] == -1) Missile::Data[mobid][Missile::VehicleDamage] = 750.0;
Missile::PlayerAim[targetid] = true;
Missile::Data[mobid][Missile::Area] = CreateDynamicSphere(x,y,z,detection_range,worldid,interiorid,playerid);
AttachDynamicAreaToObject(Missile::Data[mobid][Missile::Area],Missile::Data[mobid][Missile::Object]);
Streamer::SetIntData(STREAMER_TYPE_OBJECT,Missile::Data[mobid][Missile::Object],E_STREAMER_EXTRA_ID,(mobid+MISSILE_EXTRA_ID_OFFSET));
Streamer::SetIntData(STREAMER_TYPE_AREA,Missile::Data[mobid][Missile::Area],E_STREAMER_EXTRA_ID,(mobid+MISSILE_EXTRA_ID_OFFSET));
Missile::Data[mobid][Missile::Type] = type;
switch(missile_object){
case MISSILE_OBJECT_HYDRA, MISSILE_OBJECT_BOMB, MISSILE_OBJECT_BOMB_STATIC, MISSILE_OBJECT_FLARE_1, MISSILE_OBJECT_FLARE_2, MISSILE_OBJECT_BULLET: {
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,rx,0.0,rz);
}
default: {
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,0.0,rx,rz);
}
}
Missile::Data[mobid][Missile::Active] = true;
return mobid;
}
stock Missile::StopAimPlayer(mobid){
if(Missile::Data[mobid][Missile::Active]){
if(Missile::Data[mobid][Missile::RemoteCount] == MISSILE_REMOTE_PLAYER){
if(!IsPlayerConnected(Missile::Data[mobid][Missile::TargetID])){
Missile::Data[mobid][Missile::TargetID] = INVALID_PLAYER_ID;
Missile::Data[mobid][Missile::RemoteCount] = 0;
return 1;
}
}
}
return 0;
}
stock Missile::DisableAllAim(playerid){
Missile::PlayerAim[playerid] = false;
new cnt = 0;
for(new mobid = 0; mobid <= Missile::UpperBound; mobid++){
if(Missile::Data[mobid][Missile::TargetID] == playerid){
Missile::StopAimPlayer(mobid);
cnt++;
}
}
return cnt;
}
stock Missile::RemoteTarget(mobid,Float:tx,Float:ty,Float:tz,Float:speed = 0.0){
if(mobid <= 0 || mobid >= MAX_MISSILE) return 0;
if(!Missile::Data[mobid][Missile::Active]) return 0;
if(speed == 0.0) speed = Missile::Data[mobid][Missile::Speed];
new missile_modelid = Streamer::GetIntData(STREAMER_TYPE_OBJECT,Missile::Data[mobid][Missile::Object],E_STREAMER_MODEL_ID),
Float:x ,Float:y, Float:z, Float:rx, Float:rz;
GetDynamicObjectPos(Missile::Data[mobid][Missile::Object],x,y,z);
Tryg3D::GetRotationFor2Point3D(x,y,z,tx,ty,tz,rx,rz);
switch(missile_modelid){
case 345, 1636, 354: {
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],rx,0.0,rz);
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,rx,0.0,rz);
}
case 3790, 3786: {
rz = Tryg3D::CompressRotation(rz-90.0);
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],0.0,rx,rz);
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,0.0,rx,rz);
}
case 18728: {
rx = Tryg3D::CompressRotation(rx+90.0);
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],rx,0.0,rz);
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,rx,0.0,rz);
}
case 322: {
rx = Tryg3D::CompressRotation(rx-90.0);
SetDynamicObjectRot(Missile::Data[mobid][Missile::Object],rx,0.0,rz);
MoveDynamicObject(Missile::Data[mobid][Missile::Object],tx,ty,tz,speed,rx,0.0,rz);
}
}
return 1;
}
stock Missile::Destroy(mobid,type,playerid){
if(mobid <= 0 || mobid >= MAX_MISSILE) return 0;
if(!Missile::Data[mobid][Missile::Active]) return 0;
new Float:x, Float:y, Float:z,
worldid = Streamer::GetIntData(STREAMER_TYPE_OBJECT,Missile::Data[mobid][Missile::Object],E_STREAMER_WORLD_ID),
interiorid = Streamer::GetIntData(STREAMER_TYPE_OBJECT,Missile::Data[mobid][Missile::Object],E_STREAMER_INTERIOR_ID);
GetDynamicObjectPos(Missile::Data[mobid][Missile::Object],x,y,z);
switch(Streamer::GetIntData(STREAMER_TYPE_OBJECT,Missile::Data[mobid][Missile::Object],E_STREAMER_MODEL_ID)){
case 18728, 354: {
new Float:tx,Float:ty,Float:tz,Float:speed,Float:detection_range;
Streamer::GetFloatData(STREAMER_TYPE_AREA,Missile::Data[mobid][Missile::Area],E_STREAMER_SIZE,detection_range);
for(new i = 0; i <= Missile::UpperBound; i++){
if(i != mobid){
if(Missile::Data[i][Missile::RemoteCount] != MISSILE_REMOTE_FLARE){
switch(Streamer::GetIntData(STREAMER_TYPE_OBJECT,Missile::Data[i][Missile::Object],E_STREAMER_MODEL_ID)){
case 18728, 354: {
}
default: {
GetDynamicObjectPos(Missile::Data[i][Missile::Object],tx,ty,tz);
if(Tryg3D::GetDistance3D(x,y,z,tx,ty,tz) <= detection_range){
Missile::Data[i][Missile::RemoteCount] = MISSILE_REMOTE_FLARE;
Streamer::GetFloatData(STREAMER_TYPE_OBJECT,Missile::Data[i][Missile::Object],E_STREAMER_MOVE_SPEED,speed);
Missile::RemoteTarget(i,x,y,z,speed);
}
}
}
}
}
}
}
case 322: {
if(Missile::Data[mobid][Missile::Type] == MISSILE_TYPE_EXPLODE_NONE && playerid != INVALID_PLAYER_ID){
if(IsPlayerInAnyVehicle(playerid)){
new T3D:vid = GetPlayerVehicleID(playerid), Float:T3D:health;
GetVehicleHealth(T3D:vid,T3D:health);
SetVehicleHealth(T3D:vid,Tryg3D::NLTZF(T3D:health-Tryg3D::NLTZF(Missile::Data[mobid][Missile::VehicleDamage])));
} else {
Tryg3D::GivePlayerDamage(playerid,Tryg3D::NLTZF(Missile::Data[mobid][Missile::Damage]),Missile::Data[mobid][Missile::PlayerID],WEAPON_MISSILE_BULLET,3);
}
} else {
if(Missile::Data[mobid][Missile::Damage] == -1.0){
Tryg3D::CastExplosion(x,y,z,Missile::Data[mobid][Missile::Type],Missile::Data[mobid][Missile::Explode],worldid,interiorid,-1,Missile::GetExplodeVisibility());
} else {
Tryg3D::CastExplosionDMG(x,y,z,Missile::Data[mobid][Missile::Type],Missile::Data[mobid][Missile::Explode],worldid,interiorid,-1,Missile::GetExplodeVisibility(),Missile::Data[mobid][Missile::Damage],Missile::Data[mobid][Missile::VehicleDamage],Missile::Data[mobid][Missile::PlayerID]);
}
}
}
default: {
if(Missile::Data[mobid][Missile::Damage] == -1.0){
Tryg3D::CastExplosion(x,y,z,Missile::Data[mobid][Missile::Type],Missile::Data[mobid][Missile::Explode],worldid,interiorid,-1,Missile::GetExplodeVisibility());
} else {
Tryg3D::CastExplosionDMG(x,y,z,Missile::Data[mobid][Missile::Type],Missile::Data[mobid][Missile::Explode],worldid,interiorid,-1,Missile::GetExplodeVisibility(),Missile::Data[mobid][Missile::Damage],Missile::Data[mobid][Missile::VehicleDamage],Missile::Data[mobid][Missile::PlayerID]);
}
}
}
if(IsAnyPlayerInDynamicArea(Missile::Data[mobid][Missile::Area],1)){
for(new i = 0, j = GetPlayerPoolSize(); i <= j; i++){
if(IsPlayerConnected(i)){
if(IsPlayerInDynamicArea(i,Missile::Data[mobid][Missile::Area])){
CallRemoteFunction("OnMissileDetectPlayer","dd",i,Missile::Data[mobid][Missile::PlayerID]);
}
}
}
}
if(IsValidDynamicObject(Missile::Data[mobid][Missile::Object])) DestroyDynamicObject(Missile::Data[mobid][Missile::Object]);
if(IsValidDynamicArea(Missile::Data[mobid][Missile::Area])) DestroyDynamicArea(Missile::Data[mobid][Missile::Area]);
new byplayerid = Missile::Data[mobid][Missile::PlayerID];
CallLocalFunction("OnMissileDestroy","dfffddd",mobid,x,y,z,type,playerid,byplayerid);
Missile::Data[mobid][Missile::Object] = STREAMER_TAG_OBJECT:INVALID_STREAMER_ID;
Missile::Data[mobid][Missile::Area] = STREAMER_TAG_AREA:INVALID_STREAMER_ID;
Missile::Data[mobid][Missile::Type] = 0;
Missile::Data[mobid][Missile::Explode] = 0.0;
Missile::Data[mobid][Missile::PlayerID] = INVALID_PLAYER_ID;
Missile::Data[mobid][Missile::TeamID] = ANY_TEAM;
Missile::Data[mobid][Missile::Vehicle] = 0;
Missile::Data[mobid][Missile::Speed] = 0.0;
Missile::Data[mobid][Missile::RemoteCount] = 0;
Missile::Data[mobid][Missile::RemoteID] = 0;
Missile::Data[mobid][Missile::Damage] = -1.0;
Missile::Data[mobid][Missile::VehicleDamage] = -1.0;
Missile::Data[mobid][Missile::TargetID] = INVALID_PLAYER_ID;
Missile::Data[mobid][Missile::Active] = false;
if(mobid == Missile::UpperBound) Missile::UpperBound--;
return 1;
}
//Hook: OnPlayerShootDynamicObject
public OnPlayerShootDynamicObject(playerid,weaponid,STREAMER_TAG_OBJECT:objectid,Float:x,Float:y,Float:z){
if(IsValidDynamicObject(objectid)){
new mobid = (Streamer::GetIntData(STREAMER_TYPE_OBJECT,objectid,E_STREAMER_EXTRA_ID)-MISSILE_EXTRA_ID_OFFSET);
if(mobid > 0 && mobid < MAX_MISSILE){
if(Missile::Data[mobid][Missile::Active] && Missile::Data[mobid][Missile::Object] == objectid){
if((Missile::Data[mobid][Missile::TeamID] != GetPlayerTeam(playerid)) || (Missile::Data[mobid][Missile::TeamID] == ANY_TEAM) || (GetPlayerTeam(playerid) == NO_TEAM)){
Missile::Destroy(mobid,MISSILE_DESTROY_TYPE_KILL,playerid);
}
}
}
}
#if defined MISOnPlayerShootDynamicObject
MISOnPlayerShootDynamicObject(playerid,weaponid,objectid,x,y,z);
#endif
return 1;
}
#if defined _ALS_OnPlayerShootDynamicObject
#undef OnPlayerShootDynamicObject
#else
#define _ALS_OnPlayerShootDynamicObject
#endif
#define OnPlayerShootDynamicObject MISOnPlayerShootDynamicObject
#if defined MISOnPlayerShootDynamicObject
forward MISOnPlayerShootDynamicObject(playerid,weaponid,STREAMER_TAG_OBJECT:objectid,Float:x,Float:y,Float:z);
#endif
//Hook: OnPlayerEnterDynamicArea
public OnPlayerEnterDynamicArea(playerid,STREAMER_TAG_AREA:areaid){
new pstate = GetPlayerState(playerid);
if(pstate != 1 && pstate != 2 && pstate != 3) return 1;
new mobid = (Streamer::GetIntData(STREAMER_TYPE_AREA,areaid,E_STREAMER_EXTRA_ID)-MISSILE_EXTRA_ID_OFFSET);
if(mobid > 0 && mobid < MAX_MISSILE){
if(Missile::Data[mobid][Missile::Active] && Missile::Data[mobid][Missile::PlayerID] != playerid && Missile::Data[mobid][Missile::Area] == areaid){
if((Missile::Data[mobid][Missile::TeamID] != GetPlayerTeam(playerid)) || (Missile::Data[mobid][Missile::TeamID] == ANY_TEAM) || (GetPlayerTeam(playerid) == NO_TEAM)){
if((Missile::Data[mobid][Missile::Vehicle] != GetPlayerVehicleID(playerid)) || (Missile::Data[mobid][Missile::Vehicle] == 0)){
if(Streamer::GetIntData(STREAMER_TYPE_OBJECT,Missile::Data[mobid][Missile::Object],E_STREAMER_MODEL_ID) != 18728){
Missile::Destroy(mobid,MISSILE_DESTROY_TYPE_DETECT,playerid);
}
}
}
}
}
#if defined MIS_OnPlayerEnterDynamicArea
MIS_OnPlayerEnterDynamicArea(playerid,areaid);
#endif
return 1;
}
#if defined _ALS_OnPlayerEnterDynamicArea
#undef OnPlayerEnterDynamicArea
#else
#define _ALS_OnPlayerEnterDynamicArea
#endif
#define OnPlayerEnterDynamicArea MIS_OnPlayerEnterDynamicArea
#if defined MIS_OnPlayerEnterDynamicArea
forward MIS_OnPlayerEnterDynamicArea(playerid,STREAMER_TAG_AREA:areaid);
#endif
//Hook: OnDynamicObjectMoved
public OnDynamicObjectMoved(STREAMER_TAG_OBJECT:objectid){
if(IsValidDynamicObject(objectid)){
new mobid = (Streamer::GetIntData(STREAMER_TYPE_OBJECT,objectid,E_STREAMER_EXTRA_ID)-MISSILE_EXTRA_ID_OFFSET);
if(mobid > 0 && mobid < MAX_MISSILE){
if(Missile::Data[mobid][Missile::Active] && Missile::Data[mobid][Missile::Object] == objectid){
if(Missile::Data[mobid][Missile::RemoteCount] == MISSILE_REMOTE_PLAYER){
if(!IsPlayerConnected(Missile::Data[mobid][Missile::TargetID])){
Missile::Data[mobid][Missile::TargetID] = INVALID_PLAYER_ID;
Missile::Data[mobid][Missile::RemoteCount] = 0;
}
}
if(Missile::Data[mobid][Missile::RemoteCount] <= 0 || Missile::Data[mobid][Missile::RemoteCount] == MISSILE_REMOTE_FLARE){
Missile::Destroy(mobid,MISSILE_DESTROY_TYPE_TARGET,INVALID_PLAYER_ID);
} else if(Missile::Data[mobid][Missile::RemoteCount] == MISSILE_REMOTE_PLAYER){
new Float:px,Float:py,Float:pz;
GetPlayerPos(Missile::Data[mobid][Missile::TargetID],px,py,pz);
new Float:x, Float:y, Float:z, Float:tx, Float:ty, Float:tz;
GetDynamicObjectPos(objectid,x,y,z);
Tryg3D::MovePointCol(x,y,z,px,py,pz,tx,ty,tz);
if(tx != px || ty != py || tz != pz){
//collision
Missile::Data[mobid][Missile::RemoteCount] = 0;
Missile::RemoteTarget(mobid,tx,ty,tz);
} else {
Missile::RemoteTarget(mobid,tx,ty,tz);
}
} else {
Missile::Data[mobid][Missile::RemoteCount]--;
new remote_id = Missile::Data[mobid][Missile::RemoteID]++;
new Float:x, Float:y, Float:z, Float:tx, Float:ty, Float:tz;
GetDynamicObjectPos(objectid,x,y,z);
Tryg3D::MovePointCol(x,y,z,Missile::Points[mobid][remote_id][0],Missile::Points[mobid][remote_id][1],Missile::Points[mobid][remote_id][2],tx,ty,tz);
if(tx != Missile::Points[mobid][remote_id][0] || ty != Missile::Points[mobid][remote_id][1] || tz != Missile::Points[mobid][remote_id][2]){
//collision
Missile::Data[mobid][Missile::RemoteCount] = 0;
Missile::RemoteTarget(mobid,tx,ty,tz);
} else {
Missile::RemoteTarget(mobid,tx,ty,tz);
}
}
}
}
}
#if defined MIS_OnDynamicObjectMoved
MIS_OnDynamicObjectMoved(objectid);
#endif
return 1;
}
#if defined _ALS_OnDynamicObjectMoved
#undef OnDynamicObjectMoved
#else
#define _ALS_OnDynamicObjectMoved
#endif
#define OnDynamicObjectMoved MIS_OnDynamicObjectMoved
#if defined MIS_OnDynamicObjectMoved
forward MIS_OnDynamicObjectMoved(STREAMER_TAG_OBJECT:objectid);
#endif
//Hook: OnPlayerDeath
public OnPlayerDeath(playerid, killerid, reason){
if(Missile::PlayerAim[playerid]){
Missile::DisableAllAim(playerid);
}
#if defined MIS_OnPlayerDeath
MIS_OnPlayerDeath(playerid, killerid, reason);
#endif
return 1;
}
#if defined _ALS_OnPlayerDeath
#undef OnPlayerDeath
#else
#define _ALS_OnPlayerDeath
#endif
#define OnPlayerDeath MIS_OnPlayerDeath
#if defined MIS_OnPlayerDeath
forward MIS_OnPlayerDeath(playerid, killerid, reason);
#endif
//Hook: OnPlayerConnect
public OnPlayerConnect(playerid){
Streamer::ToggleIdleUpdate(playerid,1);
#if defined MIS_OnPlayerConnect
MIS_OnPlayerConnect(playerid);
#endif
return 1;
}
#if defined _ALS_OnPlayerConnect
#undef OnPlayerConnect
#else
#define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect MIS_OnPlayerConnect
#if defined MIS_OnPlayerConnect
forward MIS_OnPlayerConnect(playerid);
#endif
//EOF