rendered paste bodypublic Speed(){
new Float:dis;
new Float:x,Float:y,Float:z;
new Drift[200];
new round;
new i;
new Float:RelAngle;
new Float:TheAngle;
for(i=0;i<MAX_PLAYERS;i++)if(IsPlayerConnected(i)){
GetPlayerPos(i, x, y, z);
TheAngle = GetPlayerTheoreticAngle(i);
GetVehicleZAngle(GetPlayerVehicleID(i), RelAngle);
if(IsPlayerInAnyVehicle(i)) {
if(RelAngle < TheAngle){
Drift[i] = floatround(floatsub(TheAngle, RelAngle));
} else {
Drift[i] = floatround(floatsub(RelAngle, TheAngle));
}
dis = floatsqroot(floatpower(floatabs(floatsub(x,ppos[i][0])),2)+floatpower(floatabs(floatsub(y,ppos[i][1])),2));
round = floatround(floatmul((((dis/1000.0)*60.0)*60.0), 10.0));
if(Drift[i] > 20 && Drift[i] < 120 && TheAngle!=0.00000 && round > 10 && round < 500){
DriftP[i]+=(1*round*Drift[i])/6;
new s[256]; format(s, 256, "~w~Drift : %d", DriftP[i]);
GameTextForPlayer(i,s,100,5);
}
ppos[i][0] = x;
ppos[i][1] = y;
ppos[i][2] = z;
}
}
}