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[saco] Implement CNetGame::GetPlayerFacingAngle(...)
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@ -221,6 +221,47 @@ BOOL CNetGame::GetPlayerKeys(PLAYERID playerId, WORD *udAnalog, WORD *lrAnalog,
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}
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}
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float CNetGame::GetPlayerFacingAngle(PLAYERID playerId)
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{
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if(playerId >= MAX_PLAYERS) return 0.0f;
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if(bPlayerSlotState[playerId] == FALSE) return 0.0f;
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MATRIX4X4 mat;
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if(bytePlayerState[playerId] == PLAYER_STATE_ONFOOT)
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{
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QuaternionToMatrix(&unnamed_3[playerId].quatRotation, &mat);
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float fZAngle = atan2(-mat.up.X, mat.up.Y) * 180.0f/PI;
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// Bound it to [0, 360)
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if ( fZAngle < 0.0f )
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fZAngle += 360.0f;
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else if ( fZAngle >= 360.0f )
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fZAngle -= 360.0f;
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return fZAngle;
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}
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else if(bytePlayerState[playerId] == PLAYER_STATE_DRIVER)
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{
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QuaternionToMatrix(&unnamed_4[playerId].quatRotation, &mat);
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float fZAngle = atan2(-mat.up.X, mat.up.Y) * 180.0f/PI;
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// Bound it to [0, 360)
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if ( fZAngle < 0.0f )
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fZAngle += 360.0f;
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else if ( fZAngle >= 360.0f )
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fZAngle -= 360.0f;
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return fZAngle;
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}
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else
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{
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return 0.0f;
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}
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}
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BYTE CNetGame::GetPlayerSpecialAction(PLAYERID playerId)
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{
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if(playerId >= MAX_PLAYERS) return SPECIAL_ACTION_NONE;
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@ -118,6 +118,7 @@ public:
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BYTE GetPlayerHealth(PLAYERID playerId);
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BYTE GetPlayerArmour(PLAYERID playerId);
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BOOL GetPlayerKeys(PLAYERID playerId, WORD *udAnalog, WORD *lrAnalog, WORD *wKeys);
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float GetPlayerFacingAngle(PLAYERID playerId);
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BYTE GetPlayerSpecialAction(PLAYERID playerId);
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BOOL IsPlayerAdded(PLAYERID playerId);
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BOOL IsVehicleAdded(VEHICLEID VehicleID);
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