От
Денис0403
При вводе команды /fly спавнит в непонятном месте.
Скрин: https://imgur.com/a/jOkD7sl
cmd:fly(playerid) return SetPlayerFlyStatus(playerid, 2);
#if defined _included_fly
#endinput
#endif
#define _included_fly
static
Float:fly_x[MAX_PLAYERS],
Float:fly_y[MAX_PLAYERS],
Float:fly_z[MAX_PLAYERS],
Float:fly_a[MAX_PLAYERS],
fly_world[MAX_PLAYERS],
fly_int[MAX_PLAYERS],
bool:fly_spawn[MAX_PLAYERS],
fly_state[MAX_PLAYERS],
fly_object[MAX_PLAYERS],
fly_last_move[MAX_PLAYERS],
fly_mode[MAX_PLAYERS],
fly_last_ud[MAX_PLAYERS],
fly_last_lr[MAX_PLAYERS],
Float:fly_accelmul[MAX_PLAYERS];
enum
{
CAMERA_MODE_NONE = 0,
CAMERA_MODE_FLY = 1,
CAMERA_MODE_REVERSE = 2
};
enum
{
MOVE_FORWARD = 1,
MOVE_BACK,
MOVE_LEFT,
MOVE_RIGHT,
MOVE_FORWARD_LEFT,
MOVE_FORWARD_RIGHT,
MOVE_BACK_LEFT,
MOVE_BACK_RIGHT
};
const
Float:MOVE_SPEED = 100.0,
Float:ACCEL_RATE = 0.03;
public OnPlayerConnect(playerid)
{
fly_x[playerid] = 0.0;
fly_y[playerid] = 0.0;
fly_z[playerid] = 0.0;
fly_a[playerid] = 0.0;
fly_world[playerid] = 0;
fly_int[playerid] = 0;
fly_state[playerid] = CAMERA_MODE_NONE;
fly_object[playerid] = -1,
bool:fly_spawn[playerid] = false;
fly_last_move[playerid] = 0;
fly_mode[playerid] = 0;
fly_last_ud[playerid] = 0;
fly_last_lr[playerid] = 0;
fly_accelmul[playerid] = 0.0;
#if defined _included_fly_OnPlayerConnect
return _included_fly_OnPlayerConnect(playerid);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerConnect
#undef OnPlayerConnect
#else
#define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect _included_fly_OnPlayerConnect
#if defined _included_fly_OnPlayerConnect
forward _included_fly_OnPlayerConnect(playerid);
#endif
stock SetPlayerFlyStatus(playerid, status = 2)
{
if(status == CAMERA_MODE_FLY && fly_state[playerid] == CAMERA_MODE_FLY)
return true;
else if(status == CAMERA_MODE_NONE && fly_state[playerid] == CAMERA_MODE_NONE)
return true;
switch(status)
{
case CAMERA_MODE_NONE:
{
CancelEdit(playerid);
GetPlayerCameraPos(playerid, fly_x[playerid], fly_y[playerid], fly_z[playerid]);
TogglePlayerSpectating(playerid, false);
fly_state[playerid] = CAMERA_MODE_NONE;
fly_spawn[playerid] = true;
}
case CAMERA_MODE_FLY:
{
GetPlayerPos(playerid, fly_x[playerid], fly_y[playerid], fly_z[playerid]);
fly_world[playerid] = GetPlayerVirtualWorld(playerid);
fly_int[playerid] = GetPlayerInterior(playerid);
GetPlayerFacingAngle(playerid, fly_a[playerid]);
fly_object[playerid] = CreatePlayerObject(playerid, 19300, fly_x[playerid], fly_y[playerid], fly_z[playerid], 0.0, 0.0, 0.0);
TogglePlayerSpectating(playerid, true);
AttachCameraToPlayerObject(playerid, fly_object[playerid]);
fly_state[playerid] = CAMERA_MODE_FLY;
}
case CAMERA_MODE_REVERSE:
{
if(fly_state[playerid] == CAMERA_MODE_NONE)
return SetPlayerFlyStatus(playerid, CAMERA_MODE_FLY);
else
return SetPlayerFlyStatus(playerid, CAMERA_MODE_NONE);
}
default:
return SendClientMessage(playerid, -1, "Your argument is not valid.") & 0;
}
return 1;
}
stock IsPlayerFlying(playerid)
return fly_state[playerid];
public OnPlayerDeath(playerid, killerid, reason)
{
if(IsPlayerFlying(playerid))
SetPlayerFlyStatus(playerid, false);
#if defined _included_fly_OnPlayerDeath
return _included_fly_OnPlayerDeath(playerid, killerid, reason);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerDeath
#undef OnPlayerDeath
#else
#define _ALS_OnPlayerDeath
#endif
#define OnPlayerDeath _included_fly_OnPlayerDeath
#if defined _included_fly_OnPlayerDeath
forward _included_fly_OnPlayerDeath(playerid, killerid, reason);
#endif
public OnPlayerSpawn(playerid)
{
if(fly_spawn[playerid] == true)
SetTimerEx("@OnPlayerSpawnEx", 100, false, "i", playerid);
#if defined _included_fly_OnPlayerSpawn
return _included_fly_OnPlayerSpawn(playerid);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerSpawn
#undef OnPlayerSpawn
#else
#define _ALS_OnPlayerSpawn
#endif
#define OnPlayerSpawn _included_fly_OnPlayerSpawn
#if defined _included_fly_OnPlayerSpawn
forward _included_fly_OnPlayerSpawn(playerid);
#endif
@OnPlayerSpawnEx(playerid);
@OnPlayerSpawnEx(playerid)
{
SetPlayerPos(playerid, fly_x[playerid], fly_y[playerid], fly_z[playerid]);
SetPlayerFacingAngle(playerid, fly_a[playerid]);
SetPlayerVirtualWorld(playerid, fly_world[playerid]);
SetPlayerInterior(playerid, fly_int[playerid]);
fly_spawn[playerid] = false;
return 1;
}
public OnPlayerUpdate(playerid)
{
if(fly_state[playerid] == CAMERA_MODE_FLY)
{
new keys, ud, lr;
GetPlayerKeys(playerid, keys, ud, lr);
if(fly_mode[playerid] && (GetTickCount() - fly_last_move[playerid] > 100))
MoveCamera(playerid);
if(fly_last_ud[playerid] != ud || fly_last_lr[playerid] != lr)
{
if((fly_last_ud[playerid] != 0 || fly_last_lr[playerid] != 0) && ud == 0 && lr == 0)
{
StopPlayerObject(playerid, fly_object[playerid]);
fly_mode[playerid] = 0;
fly_accelmul[playerid] = 0.0;
}
else
{
fly_mode[playerid] = GetMoveDirectionFromKeys(ud, lr);
MoveCamera(playerid);
}
}
fly_last_ud[playerid] = ud;
fly_last_lr[playerid] = lr;
return 0;
}
#if defined _included_fly_OnPlayerUpdate
return _included_fly_OnPlayerUpdate(playerid);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerUpdate
#undef OnPlayerUpdate
#else
#define _ALS_OnPlayerUpdate
#endif
#define OnPlayerUpdate _included_fly_OnPlayerUpdate
#if defined _included_fly_OnPlayerUpdate
forward _included_fly_OnPlayerUpdate(playerid);
#endif
stock MoveCamera(playerid)
{
new
Float:cam_pos_x, Float:cam_pos_y, Float:cam_pos_z,
Float:cam_front_x, Float:cam_front_y, Float:cam_front_z;
GetPlayerCameraPos(playerid, cam_pos_x, cam_pos_y, cam_pos_z);
GetPlayerCameraFrontVector(playerid, cam_front_x, cam_front_y, cam_front_z);
if(fly_accelmul[playerid] <= 1)
fly_accelmul[playerid] += ACCEL_RATE;
new
Float:speed = MOVE_SPEED * fly_accelmul[playerid],
Float:x, Float:y, Float:z;
GetNextCameraPosition(fly_mode[playerid], cam_pos_x, cam_pos_y, cam_pos_z, cam_front_x, cam_front_y, cam_front_z, x, y, z);
MovePlayerObject(playerid, fly_object[playerid], x, y, z, speed);
fly_last_move[playerid] = GetTickCount();
return 1;
}
stock GetNextCameraPosition
(
move_mode,
Float:cam_pos_x, Float:cam_pos_y, Float:cam_pos_z,
Float:cam_front_x, Float:cam_front_y, Float:cam_front_z,
&Float:x, &Float:y, &Float:z
)
{
new const
Float:change = 6000.0,
Float:pos_x = cam_front_x * change,
Float:pos_y = cam_front_y * change,
Float:pos_z = cam_front_z * change;
switch(move_mode)
{
case MOVE_FORWARD:
{
x = cam_pos_x + pos_x;
y = cam_pos_y + pos_y;
z = cam_pos_z + pos_z;
}
case MOVE_BACK:
{
x = cam_pos_x - pos_x;
y = cam_pos_y - pos_y;
z = cam_pos_z - pos_z;
}
case MOVE_LEFT:
{
x = cam_pos_x - pos_y;
y = cam_pos_y + pos_x;
z = cam_pos_z;
}
case MOVE_RIGHT:
{
x = cam_pos_x + pos_y;
y = cam_pos_y - pos_x;
z = cam_pos_z;
}
case MOVE_BACK_LEFT:
{
x = cam_pos_x + (-pos_x - pos_y);
y = cam_pos_y + (-pos_y + pos_x);
z = cam_pos_z - pos_z;
}
case MOVE_BACK_RIGHT:
{
x = cam_pos_x + (-pos_x + pos_y);
y = cam_pos_y + (-pos_y - pos_x);
z = cam_pos_z - pos_z;
}
case MOVE_FORWARD_LEFT:
{
x = cam_pos_x + (pos_x - pos_y);
y = cam_pos_y + (pos_y + pos_x);
z = cam_pos_z + pos_z;
}
case MOVE_FORWARD_RIGHT:
{
x = cam_pos_x + (pos_x + pos_y);
y = cam_pos_y + (pos_y - pos_x);
z = cam_pos_z + pos_z;
}
}
}
stock GetMoveDirectionFromKeys(ud, lr)
{
new
direction = 0;
if(lr < 0)
{
if(ud < 0)
direction = MOVE_FORWARD_LEFT;
else if(ud > 0)
direction = MOVE_BACK_LEFT;
else
direction = MOVE_LEFT;
}
else if(lr > 0)
{
if(ud < 0)
direction = MOVE_FORWARD_RIGHT;
else if(ud > 0)
direction = MOVE_BACK_RIGHT;
else
direction = MOVE_RIGHT;
}
else if(ud < 0)
direction = MOVE_FORWARD;
else if(ud > 0)
direction = MOVE_BACK;
return direction;
}