//Расчет отталкивания (отброс) stock stSetKickBack( ent, Float:fOrigin[3], Float:fSpeed, Float:fVelocity[3]) { // Find origin new Float:fEntOrigin[3]; entity_get_vector( ent, EV_VEC_origin, fEntOrigin ); // Do some calculations new Float:fDistance[3]; fDistance[0] = fEntOrigin[0] - fOrigin[0]; fDistance[1] = fEntOrigin[1] - fOrigin[1]; fDistance[2] = fEntOrigin[2] - fOrigin[2]; new Float:fTime = (vector_distance( fEntOrigin,fOrigin ) / fSpeed); fVelocity[0] = fDistance[0] / fTime; fVelocity[1] = fDistance[1] / fTime; fVelocity[2] = fDistance[2] / fTime; return (fVelocity[0] && fVelocity[1] && fVelocity[2]); } //Считывание сущности (оружия) stock stGetWeaponEntity(idUser,idWeapon=0,szWeaponName[]="") { new szWeaponNameNew[24]; if(idWeapon) get_weaponname(idWeapon,szWeaponNameNew,charsmax(szWeaponNameNew)); else formatex(szWeaponNameNew,charsmax(szWeaponNameNew),"%s",szWeaponName); if(!equal(szWeaponNameNew,"weapon_",7)) format(szWeaponNameNew,charsmax(szWeaponNameNew),"weapon_%s",szWeaponNameNew); return fm_find_ent_by_owner(get_maxplayers(),szWeaponNameNew,idUser); }