rendered paste bodypublic UpdateSpeed()
{
new Float:x,Float:y,Float:z;
new Float:xx,Float:yy,Float:zz;
new Float:distance,value,string[256];
for(new i=0; i<MAX_PLAYERS; i++)
{
if((IsPlayerConnected(i))&&(IsPlayerInAnyVehicle(i)))
{
GetPlayerPos(i, x, y, z);
GetPlayerPos(i, xx, yy, zz);
distance=floatsqroot(floatpower(floatabs(floatsub(x,SavePlayerPos[i][LastX])),2)
+floatpower(floatabs(floatsub(y,SavePlayerPos[i][LastY])),2)
+floatpower(floatabs(floatsub(z,SavePlayerPos[i][LastZ])),2));
value = floatround(distance * 3600);
if(UpdateSeconds > 1)
{
value = floatround(value / UpdateSeconds);
}
if((SpeedMode[i]) == 1)
{
format(string,sizeof(string),"~n~~n~~n~~n~~n~~n~~n~~n~~w~SPEED: ~r~%d MP/H ~w~ALT: ~r~%d",floatround(value/1600),Float:zz);
GameTextForPlayer(i, string, 1100, 5);
}
if((SpeedMode[i]) == 2)
{
format(string,sizeof(string),"~n~~n~~n~~n~~n~~n~~n~~n~~w~SPEED: ~r~%d KM/H ~w~ALT: ~r~%d",floatround(value/1000),Float:zz);
GameTextForPlayer(i, string, 1100, 5);
}
SavePlayerPos[i][LastX] = x;
SavePlayerPos[i][LastY] = y;
SavePlayerPos[i][LastZ] = z;
}
}
}