Float:GetPlayerTheoreticAngle(i) { new Float:sin; new Float:dis; new Float:angle2; new Float:x,Float:y,Float:z; new Float:tmp3; new Float:tmp4; new Float:MindAngle; if(IsPlayerConnected(i)){ GetPlayerPos(i,x,y,z); dis = floatsqroot(floatpower(floatabs(floatsub(x,ppos[i][0])),2)+floatpower(floatabs(floatsub(y,ppos[i][1])),2)); if(IsPlayerInAnyVehicle(i))GetVehicleZAngle(GetPlayerVehicleID(i), angle2); else GetPlayerFacingAngle(i, angle2); if(x>ppos[i][0]){tmp3=x-ppos[i][0];}else{tmp3=ppos[i][0]-x;} if(y>ppos[i][1]){tmp4=y-ppos[i][1];}else{tmp4=ppos[i][1]-y;} if(ppos[i][1]>y && ppos[i][0]>x){ //1 sin = asin(tmp3/dis); MindAngle = floatsub(floatsub(floatadd(sin, 90), floatmul(sin, 2)), -90.0); } if(ppos[i][1]x){ //2 sin = asin(tmp3/dis); MindAngle = floatsub(floatadd(sin, 180), 180.0); } if(ppos[i][1]y && ppos[i][0]