| 311 | } |
| 312 | |
| 313 | int FindClosestPlayer(int objhandle) { |
| 314 | vector objpos, playerpos; |
| 315 | float closest_dist = FLT_MAX; |
| 316 | int closest_player = OBJECT_HANDLE_NONE; |
| 317 | msafe_struct mstruct; |
| 318 | |
| 319 | // Get the object position |
| 320 | mstruct.objhandle = objhandle; |
| 321 | MSafe_GetValue(MSAFE_OBJECT_POS, &mstruct); |
| 322 | objpos = mstruct.pos; |
| 323 | |
| 324 | // Loop though all possible players and compute distance |
| 325 | for (int p = 0; p < MAX_PLAYERS; p++) { |
| 326 | |
| 327 | // Get player position |
| 328 | mstruct.slot = p; |
| 329 | MSafe_GetValue(MSAFE_OBJECT_PLAYER_HANDLE, &mstruct); |
| 330 | |
| 331 | // See if this player active |
| 332 | if (mstruct.objhandle == OBJECT_HANDLE_NONE) |
| 333 | continue; |
| 334 | |
| 335 | // Get the target position |
| 336 | MSafe_GetValue(MSAFE_OBJECT_POS, &mstruct); |
| 337 | |
| 338 | // Get the normalized vector from the source to the target |
| 339 | float dist = vm_VectorDistanceQuick(&objpos, &mstruct.pos); |
| 340 | |
| 341 | if (dist < closest_dist) { |
| 342 | closest_dist = dist; |
| 343 | closest_player = mstruct.objhandle; |
| 344 | } |
| 345 | } |
| 346 | |
| 347 | return closest_player; |
| 348 | } |
| 349 | |
| 350 | // ================== |
| 351 | // Clear Shot System |
no test coverage detected