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A3D_GetPlayersInCone
imshooter edited this page Oct 17, 2026
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Find the players inside a cone, such as the view of a guard or the spread of a shotgun, nearest first.
A player is measured at the height of the chest. With sight, a player behind the map or a static object is left out.
native A3D_GetPlayersInCone(
Float:x,
Float:y,
Float:z,
Float:directionX,
Float:directionY,
Float:directionZ,
Float:angle,
Float:range,
players[],
size = sizeof (players),
worldid = -1,
interiorid = -1,
bool:sight = false,
exceptid = INVALID_PLAYER_ID
);| Parameter | Description | Default |
|---|---|---|
Float:x |
Apex of the cone on the X axis. | |
Float:y |
Apex on the Y axis. | |
Float:z |
Apex on the Z axis. | |
Float:directionX |
Direction of the cone on the X axis. | |
Float:directionY |
Direction on the Y axis. | |
Float:directionZ |
Direction on the Z axis. | |
Float:angle |
Angle between the direction and the side of the cone, in degrees. | |
Float:range |
Length of the cone. | |
players[] |
The players found. | |
size |
Room in players. |
sizeof (players) |
worldid |
Virtual world of the players, or -1 for any. |
-1 |
interiorid |
Interior of the players, or -1 for any. |
-1 |
bool:sight |
Whether the apex must see the player. | false |
exceptid |
A player to leave out, such as the one who looks. | INVALID_PLAYER_ID |
- The number of players written.
The cone opens from its apex along the direction, which needs no particular length. angle is the angle between that direction and the side of the cone, so 10.0 makes a cone 20 degrees wide. A player is inside when their chest lies within the cone and within range of the apex.
The players are written nearest first. exceptid leaves out one player, usually the one at the apex.
Finds who a shotgun blast reaches, along the camera of the shooter.
stock GetShotgunTargets(playerid, targets[], size = sizeof (targets)) {
new
Float:x,
Float:y,
Float:z,
Float:frontX,
Float:frontY,
Float:frontZ
;
GetPlayerCameraPos(playerid, x, y, z);
GetPlayerCameraFrontVector(playerid, frontX, frontY, frontZ);
return A3D_GetPlayersInCone(x, y, z, frontX, frontY, frontZ, 8.0, 20.0, targets, size, GetPlayerVirtualWorld(playerid), GetPlayerInterior(playerid), true, playerid);
}- A3D_GetPlayersInSphere: Find the players within a distance of a point, nearest first.
- A3D_GetActorsInCone: Find the actors inside a cone, such as the view of a guard, nearest first.
- A3D_IsLineOfSight: Whether nothing stands between two points.
3DAndreas 0.6.3 · Repository · Releases · MIT License
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