#include "player.h" // Please set your dStageActor_c's z coordinate // Please check return for -1 char NearestPlayer(dStageActor_c* actor) { char nearest = -1; float current = 1000000000000000000000000000000.0; OSReport("FINDING NEAREST PLAYER\n"); for(char ii = 0; ii < 4; ii++) { OSReport("K, let's check out Player %d\n", ii); dStageActor_c* player = GetSpecificPlayerActor(ii); if(!player) { OSReport("Player %d is NULL\n", ii); continue; } OSReport("Player %d is ok\n", ii); OSReport("[%f,%f,%f] - [%f,%f,%f]\n", actor->pos.x, actor->pos.y, actor->pos.z, player->pos.x, player->pos.y, player->pos.z); float distance = VECDistance(&actor->pos, &player->pos); OSReport("Distance: %f [%f]\n", distance, current); if(distance < current) { current = distance; nearest = ii; OSReport("Nearest is now %d\n", ii); } } OSReport("NearestPlayer returning %d\n", nearest); if(nearest < 0) { OSReport("***FIX ME IMMEDIATELY***\n***NEED Z COORDINATES FOR ACTOR***\n"); } return nearest; } void setNewActivePhysicsRect(dStageActor_c* actor, Vec* scale) { float amtX = scale->x; float amtY = scale->y; ActivePhysics::Info info; info.xDistToCenter = 0.0; info.yDistToCenter = 3.0 * amtY; info.xDistToEdge = 4.0 * amtX; info.yDistToEdge = 4.0 * amtY; info.category1 = actor->aPhysics.info.category1; info.category2 = actor->aPhysics.info.category2; info.bitfield1 = actor->aPhysics.info.bitfield1; info.bitfield2 = actor->aPhysics.info.bitfield2; info.unkShort1C = actor->aPhysics.info.unkShort1C; info.callback = actor->aPhysics.info.callback; //OSReport("Making new Physics Class and adding to the list\n"); actor->aPhysics.removeFromList(); actor->aPhysics.initWithStruct(actor, &info); actor->aPhysics.addToList(); }