local onetime = {} local angle = {} local angle2 = {} local x = {} local z = {} local plrang = {} function cplayer_angle4_init(e) onetime[e] = 0 angle[e] = 0 angle2[e] = 0 x[e] = 0 z[e] = 0 plrang[e] = 0 end function cplayer_angle4_main(e) if g_Entity[e] ~= nil and g_Entity[e] ~= 0 and g_Entity[e+1] ~= nil and g_Entity[e+1] ~= 0 then --if onetime[e] == 0 then-- compute and rotate once --x[e] = g_Entity[e]['x'] - g_PlayerPosX --z[e] = g_Entity[e]['z'] - g_PlayerPosZ x[e] = g_PlayerPosX - g_Entity[e]['x'] z[e] = g_PlayerPosZ - g_Entity[e]['z'] angle[e] = math.atan2(x[e],z[e]) angle[e] = angle[e] * (180.0 / math.pi) if angle[e] < 0 then angle[e] = 360 + angle[e] end if angle[e] > 360 then angle[e] = angle[e] - 360 end --RotateY(e,angle[e]) if g_Scancode == 19 then --- 'R' for force player ForcePlayer ( angle[e], 3) end CollisionOff(e) SetRotation(e,0,angle[e],0)-- CollisionOn(e) onetime[e] = 1 --end -- compute and rotate once end -- only do if exist e and e+1 angle2[e] = math.floor(angle[e]) plrang[e] = math.floor(g_PlayerAngY) TextCenterOnX(20,85,7,"Angle to Object= "..angle2[e],255,255,255) TextCenterOnX(20,80,7,"Player H. Angle= "..plrang[e]) TextCenterOnX(20,90,7,"'R' = repel test") end -- main