Float:DistanceCameraTargetToLocation(Float:CamX, Float:CamY, Float:CamZ, Float:ObjX, Float:ObjY, Float:ObjZ, Float:FrX, Float:FrY, Float:FrZ) { new Float:TGTDistance; // get distance from camera to target TGTDistance = floatsqroot((CamX - ObjX) * (CamX - ObjX) + (CamY - ObjY) * (CamY - ObjY) + (CamZ - ObjZ) * (CamZ - ObjZ)); new Float:tmpX, Float:tmpY, Float:tmpZ; tmpX = FrX * TGTDistance + CamX; tmpY = FrY * TGTDistance + CamY; tmpZ = FrZ * TGTDistance + CamZ; return floatsqroot((tmpX - ObjX) * (tmpX - ObjX) + (tmpY - ObjY) * (tmpY - ObjY) + (tmpZ - ObjZ) * (tmpZ - ObjZ)); } CameraRadiusSetPos(playerid, Float:x, Float:y, Float:z, Float:degree = 0.0, Float:height = 3.0, Float:radius = 8.0) { new Float:deltaToX = x + radius * floatsin(-degree, degrees); new Float:deltaToY = y + radius * floatcos(-degree, degrees); new Float:deltaToZ = z + height; SetPlayerCameraPos(playerid, deltaToX, deltaToY, deltaToZ); SetPlayerCameraLookAt(playerid, x, y, z); } stock IsPlayerAimingAt(playerid, Float:x, Float:y, Float:z, Float:radius) { new Float:cx,Float:cy,Float:cz,Float:fx,Float:fy,Float:fz; GetPlayerCameraPos(playerid, cx, cy, cz); GetPlayerCameraFrontVector(playerid, fx, fy, fz); return (radius >= DistanceCameraTargetToLocation(cx, cy, cz, x, y, z, fx, fy, fz)); }