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#include <a_samp>
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new Text:ServerTextDrawOne;
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new Text:ServerTextDrawTwo;
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new Text:ServerTextDrawThree[MAX_PLAYERS];
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new Text:ServerTextDrawFour[MAX_PLAYERS];
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new Text:ServerTextDrawFive[MAX_PLAYERS];
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new ServerTimerOne;
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new ServerTimerTwo;
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new PlayerMoney[MAX_PLAYERS];
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new PlayerScore[MAX_PLAYERS];
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new PlayerCombo[MAX_PLAYERS];
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new Float:PlayerPositionX[MAX_PLAYERS];
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new Float:PlayerPositionY[MAX_PLAYERS];
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new Float:PlayerPositionZ[MAX_PLAYERS];
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new PlayerTimerOne[MAX_PLAYERS];
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forward PlayerUpdate();
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forward PlayerDrift();
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forward PlayerDriftEnd(Player);
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Float:PlayerTheoreticAngle(Player)
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{
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	new Float:X;
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	new Float:Y;
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	new Float:Z;
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	GetVehiclePos(GetPlayerVehicleID(Player),X,Y,Z);
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	new Float:NewX;
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	if(X > PlayerPositionX[Player]) NewX = X - PlayerPositionX[Player];
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	if(X < PlayerPositionX[Player]) NewX = PlayerPositionX[Player] - X;
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	new Float:NewY;
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	if(Y > PlayerPositionY[Player]) NewY = Y - PlayerPositionY[Player];
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	if(Y < PlayerPositionY[Player]) NewY = PlayerPositionY[Player] - Y;
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	new Float:Sinus;
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	new Float:Cosinus;
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	Cosinus = floatsqroot(floatpower(floatabs(floatsub(X,PlayerPositionX[Player])),2) + floatpower(floatabs(floatsub(Y,PlayerPositionY[Player])),2));
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	new Float:TheoreticAngle;
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	if(PlayerPositionX[Player] > X && PlayerPositionY[Player] > Y)
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	{
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	    Sinus = asin(NewX / Cosinus);
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	    TheoreticAngle = floatsub(floatsub(floatadd(Sinus,90),floatmul(Sinus,2)),-90.0);
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	}
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	if(PlayerPositionX[Player] > X && PlayerPositionY[Player] < Y)
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	{
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	    Sinus = asin(NewX / Cosinus);
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	    TheoreticAngle = floatsub(floatadd(Sinus,180),180.0);
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	}
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	if(PlayerPositionX[Player] < X && PlayerPositionY[Player] < Y)
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	{
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	    Sinus = acos(NewY / Cosinus);
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	    TheoreticAngle = floatsub(floatadd(Sinus,360),floatmul(Sinus,2));
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	}
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	if(PlayerPositionX[Player] < X && PlayerPositionY[Player] > Y)
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	{
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	    Sinus = asin(NewX / Cosinus);
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	    TheoreticAngle = floatadd(Sinus,180);
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	}
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	if(TheoreticAngle == 0.0) GetVehicleZAngle(GetPlayerVehicleID(Player),TheoreticAngle);
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	return TheoreticAngle;
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}
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stock VehicleIsCar(Vehicle)
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{
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	switch(GetVehicleModel(Vehicle))
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	{
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	    case 480: return 1;
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	    case 533: return 1;
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	    case 439: return 1;
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	    case 555: return 1;
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	    case 536: return 1;
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	    case 575: return 1;
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	    case 534: return 1;
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	    case 567: return 1;
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	    case 535: return 1;
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	    case 566: return 1;
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	    case 576: return 1;
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	    case 412: return 1;
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	    case 445: return 1;
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	    case 504: return 1;
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	    case 401: return 1;
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	    case 518: return 1;
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	    case 527: return 1;
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	    case 542: return 1;
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	    case 507: return 1;
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	    case 562: return 1;
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	    case 585: return 1;
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	    case 419: return 1;
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	    case 526: return 1;
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	    case 604: return 1;
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	    case 466: return 1;
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	    case 492: return 1;
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	    case 474: return 1;
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	    case 546: return 1;
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	    case 517: return 1;
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	    case 410: return 1;
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	    case 551: return 1;
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	    case 516: return 1;
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	    case 467: return 1;
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	    case 426: return 1;
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	    case 436: return 1;
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	    case 547: return 1;
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	    case 405: return 1;
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	    case 580: return 1;
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	    case 560: return 1;
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	    case 550: return 1;
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	    case 549: return 1;
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	    case 540: return 1;
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	    case 491: return 1;
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	    case 529: return 1;
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	    case 421: return 1;
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	    case 602: return 1;
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	    case 429: return 1;
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	    case 496: return 1;
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	    case 402: return 1;
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	    case 541: return 1;
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	    case 415: return 1;
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	    case 589: return 1;
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	    case 587: return 1;
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	    case 565: return 1;
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	    case 494: return 1;
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	    case 502: return 1;
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	    case 503: return 1;
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	    case 411: return 1;
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	    case 559: return 1;
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	    case 603: return 1;
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	    case 475: return 1;
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	    case 506: return 1;
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	    case 451: return 1;
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	    case 558: return 1;
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	    case 477: return 1;
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	    case 418: return 1;
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	    case 404: return 1;
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	    case 479: return 1;
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	    case 458: return 1;
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	    case 561: return 1;
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	}
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	return 0;
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}
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stock VehicleSpeed(Vehicle)
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{
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	new Float:X;
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	new Float:Y;
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	new Float:Z;
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	GetVehicleVelocity(Vehicle,X,Y,Z);
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	new Float:Speed;
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    Speed = floatsqroot(floatpower(floatabs(X),2.0) + floatpower(floatabs(Y),2.0) + floatpower(floatabs(Z),2.0)) * 200.0;
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	return floatround(Speed);
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}
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public OnFilterScriptInit()
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{
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	ServerTextDrawOne = TextDrawCreate(320.000000,250.000000,"-");
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	TextDrawAlignment(ServerTextDrawOne,2);
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	TextDrawBackgroundColor(ServerTextDrawOne,80);
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	TextDrawFont(ServerTextDrawOne,1);
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	TextDrawLetterSize(ServerTextDrawOne,15.000000,30.000000);
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	TextDrawColor(ServerTextDrawOne,80);
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	TextDrawSetOutline(ServerTextDrawOne,0);
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	TextDrawSetProportional(ServerTextDrawOne,1);
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	TextDrawSetShadow(ServerTextDrawOne,1);
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	ServerTextDrawTwo = TextDrawCreate(320.000000,395.000000,"~W~~H~Drift Counter");
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	TextDrawAlignment(ServerTextDrawTwo,2);
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	TextDrawBackgroundColor(ServerTextDrawTwo,255);
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	TextDrawFont(ServerTextDrawTwo,3);
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	TextDrawLetterSize(ServerTextDrawTwo,0.500000,1.000000);
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	TextDrawColor(ServerTextDrawTwo,-1);
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	TextDrawSetOutline(ServerTextDrawTwo,1);
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	TextDrawSetProportional(ServerTextDrawTwo,1);
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	for(new Player; Player < GetMaxPlayers(); Player++)
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	{
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		ServerTextDrawThree[Player] = TextDrawCreate(250.000000,405.000000," ");
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		TextDrawBackgroundColor(ServerTextDrawThree[Player],255);
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		TextDrawFont(ServerTextDrawThree[Player],2);
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		TextDrawLetterSize(ServerTextDrawThree[Player],0.200000,1.000000);
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		TextDrawColor(ServerTextDrawThree[Player],-1);
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		TextDrawSetOutline(ServerTextDrawThree[Player],1);
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		TextDrawSetProportional(ServerTextDrawThree[Player],1);
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		ServerTextDrawFour[Player] = TextDrawCreate(250.000000,415.000000," ");
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		TextDrawBackgroundColor(ServerTextDrawFour[Player],255);
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		TextDrawFont(ServerTextDrawFour[Player],2);
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		TextDrawLetterSize(ServerTextDrawFour[Player],0.200000,1.000000);
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		TextDrawColor(ServerTextDrawFour[Player],-1);
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		TextDrawSetOutline(ServerTextDrawFour[Player],1);
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		TextDrawSetProportional(ServerTextDrawFour[Player],1);
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		ServerTextDrawFive[Player] = TextDrawCreate(250.000000,425.000000," ");
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		TextDrawBackgroundColor(ServerTextDrawFive[Player],255);
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		TextDrawFont(ServerTextDrawFive[Player],2);
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		TextDrawLetterSize(ServerTextDrawFive[Player],0.200000,1.000000);
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		TextDrawColor(ServerTextDrawFive[Player],-1);
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		TextDrawSetOutline(ServerTextDrawFive[Player],1);
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		TextDrawSetProportional(ServerTextDrawFive[Player],1);
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	}
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	ServerTimerOne = SetTimer("PlayerUpdate",1000,1);
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	ServerTimerTwo = SetTimer("PlayerDrift",500,1);
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	return 1;
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}
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public OnFilterScriptExit()
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{
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	TextDrawDestroy(ServerTextDrawOne);
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	TextDrawDestroy(ServerTextDrawTwo);
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	for(new Player; Player < GetMaxPlayers(); Player++)
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	{
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	    TextDrawDestroy(ServerTextDrawThree[Player]);
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	    TextDrawDestroy(ServerTextDrawFour[Player]);
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	    TextDrawDestroy(ServerTextDrawFive[Player]);
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	}
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	KillTimer(ServerTimerOne);
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	KillTimer(ServerTimerTwo);
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	return 1;
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}
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public OnPlayerConnect(playerid)
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{
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	TextDrawHideForPlayer(playerid,ServerTextDrawOne);
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	TextDrawHideForPlayer(playerid,ServerTextDrawTwo);
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    TextDrawHideForPlayer(playerid,ServerTextDrawThree[playerid]);
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  	TextDrawHideForPlayer(playerid,ServerTextDrawFour[playerid]);
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  	TextDrawHideForPlayer(playerid,ServerTextDrawFive[playerid]);
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   	TextDrawSetString(ServerTextDrawThree[playerid]," ");
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   	TextDrawSetString(ServerTextDrawFour[playerid]," ");
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   	TextDrawSetString(ServerTextDrawFive[playerid]," ");
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	PlayerMoney[playerid] = 0;
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	PlayerScore[playerid] = 0;
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	PlayerCombo[playerid] = 1;
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	PlayerPositionX[playerid] = 0.0;
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	PlayerPositionY[playerid] = 0.0;
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	PlayerPositionZ[playerid] = 0.0;
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	KillTimer(PlayerTimerOne[playerid]);
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	return 1;
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}
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public OnPlayerDisconnect(playerid)
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{
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	TextDrawHideForPlayer(playerid,ServerTextDrawOne);
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	TextDrawHideForPlayer(playerid,ServerTextDrawTwo);
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    TextDrawHideForPlayer(playerid,ServerTextDrawThree[playerid]);
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  	TextDrawHideForPlayer(playerid,ServerTextDrawFour[playerid]);
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  	TextDrawHideForPlayer(playerid,ServerTextDrawFive[playerid]);
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   	TextDrawSetString(ServerTextDrawThree[playerid]," ");
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   	TextDrawSetString(ServerTextDrawFour[playerid]," ");
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   	TextDrawSetString(ServerTextDrawFive[playerid]," ");
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	PlayerMoney[playerid] = 0;
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	PlayerScore[playerid] = 0;
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	PlayerCombo[playerid] = 1;
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	PlayerPositionX[playerid] = 0.0;
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	PlayerPositionY[playerid] = 0.0;
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	PlayerPositionZ[playerid] = 0.0;
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	KillTimer(PlayerTimerOne[playerid]);
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	return 1;
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}
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public PlayerUpdate()
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{
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	for(new Player; Player < GetMaxPlayers(); Player++)
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	{
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	    if(IsPlayerConnected(Player) && GetPlayerState(Player) == PLAYER_STATE_DRIVER && VehicleIsCar(GetPlayerVehicleID(Player))) GetVehiclePos(GetPlayerVehicleID(Player),PlayerPositionX[Player],PlayerPositionY[Player],PlayerPositionZ[Player]);
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	}
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	return 1;
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}
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public PlayerDrift()
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{
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	for(new Player; Player < GetMaxPlayers(); Player++)
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	{
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	    if(IsPlayerConnected(Player) && GetPlayerState(Player) == PLAYER_STATE_DRIVER && VehicleIsCar(GetPlayerVehicleID(Player)))
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	    {
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	        new Float:Angle;
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	        GetVehicleZAngle(GetPlayerVehicleID(Player),Angle);
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			if(floatabs(floatsub(Angle,PlayerTheoreticAngle(Player))) < 90.0 && floatabs(floatsub(Angle,PlayerTheoreticAngle(Player))) > 10.0 && VehicleSpeed(GetPlayerVehicleID(Player)) < 300 && VehicleSpeed(GetPlayerVehicleID(Player)) > 30)
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			{
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			    if(PlayerMoney[Player] == 0 && PlayerScore[Player] == 0 && PlayerCombo[Player] == 1)
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			    {
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			        TextDrawShowForPlayer(Player,ServerTextDrawOne);
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			        TextDrawShowForPlayer(Player,ServerTextDrawTwo);
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			        TextDrawShowForPlayer(Player,ServerTextDrawThree[Player]);
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		          	TextDrawShowForPlayer(Player,ServerTextDrawFour[Player]);
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		          	TextDrawShowForPlayer(Player,ServerTextDrawFive[Player]);
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				   	TextDrawSetString(ServerTextDrawThree[Player]," ");
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				   	TextDrawSetString(ServerTextDrawFour[Player]," ");
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				   	TextDrawSetString(ServerTextDrawFive[Player]," ");
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			    }
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			    PlayerMoney[Player] += floatround(floatabs(floatsub(Angle,PlayerTheoreticAngle(Player))) * (VehicleSpeed(GetPlayerVehicleID(Player)) * 0.1)) / 10;
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			    PlayerScore[Player] += floatround(floatabs(floatsub(Angle,PlayerTheoreticAngle(Player))) * 3 * (VehicleSpeed(GetPlayerVehicleID(Player)) * 0.1)) / 10;
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				PlayerCombo[Player] = PlayerScore[Player] / 1000;
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				if(PlayerCombo[Player] < 1) PlayerCombo[Player] = 1;
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				new String[100];
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				format(String,sizeof(String),"~R~~H~Cash For Drift: ~W~~H~%d$",PlayerMoney[Player]);
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				TextDrawSetString(ServerTextDrawThree[Player],String);
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				format(String,sizeof(String),"~R~~H~Score For Drift: ~W~~H~%d",PlayerScore[Player]);
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				TextDrawSetString(ServerTextDrawFour[Player],String);
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				format(String,sizeof(String),"~R~~H~Combo: ~W~~H~X%d",PlayerCombo[Player]);
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				TextDrawSetString(ServerTextDrawFive[Player],String);
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				KillTimer(PlayerTimerOne[Player]);
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			    PlayerTimerOne[Player] = SetTimerEx("PlayerDriftEnd",3000,0,"d",Player);
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			}
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	    }
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	}
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	return 1;
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}
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public PlayerDriftEnd(Player)
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{
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	TextDrawHideForPlayer(Player,ServerTextDrawOne);
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	TextDrawHideForPlayer(Player,ServerTextDrawTwo);
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    TextDrawHideForPlayer(Player,ServerTextDrawThree[Player]);
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  	TextDrawHideForPlayer(Player,ServerTextDrawFour[Player]);
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  	TextDrawHideForPlayer(Player,ServerTextDrawFive[Player]);
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   	TextDrawSetString(ServerTextDrawThree[Player]," ");
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   	TextDrawSetString(ServerTextDrawFour[Player]," ");
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   	TextDrawSetString(ServerTextDrawFive[Player]," ");
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	GivePlayerMoney(Player,PlayerMoney[Player]);
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	SetPlayerScore(Player,GetPlayerScore(Player) + PlayerScore[Player] * PlayerCombo[Player]);
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	PlayerMoney[Player] = 0;
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	PlayerScore[Player] = 0;
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	PlayerCombo[Player] = 1;
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	return 1;
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}