From 39cabb5e7970b90268ec3155d47479ed8f7bf7c4 Mon Sep 17 00:00:00 2001
From: Hattrick HttrckCldHKS <hattrick.claudiuhks@gmail.com>
Date: Tue, 4 Sep 2018 19:26:06 +0300
Subject: [PATCH] Add Vector Zero Funcs. & Improve Vector.Inc File

Add **bool: IsVectorZero ( Float: Vector [ 3 ] )** to check whether a vector equals to zero.
Add **SetVectorZero ( Float: Vector [ 3 ] )** to assign a vector to zero.

Remove redundant tabs at some lines.
Fix spelling @ **get_distance_f**.

This PR intends to complete AMXX's Vector library adding new stuff to it.
Also, the new two functions listed above will help plugins using this kind of stuff look more readable.
---
 plugins/include/vector.inc | 46 +++++++++++++++++++++++++++++---------
 1 file changed, 35 insertions(+), 11 deletions(-)

diff --git a/plugins/include/vector.inc b/plugins/include/vector.inc
index ee764294..0804173d 100644
--- a/plugins/include/vector.inc
+++ b/plugins/include/vector.inc
@@ -28,7 +28,7 @@
  * 
  * @param origin1       The first vector
  * @param origin2       The second vector
- * 	
+ * 
  * @return              The distance between two input vectors
  */
 native get_distance(const origin1[3], const origin2[3]);
@@ -38,10 +38,10 @@ native get_distance(const origin1[3], const origin2[3]);
  * 
  * @param origin1       The first vector
  * @param origin2       The second vector
- * 	
+ * 
  * @return              The distance between two input vectors
  */
-native Float:get_distance_f(const Float:Origin1[3], const Float:Origin2[3]);
+native Float:get_distance_f(const Float:origin1[3], const Float:origin2[3]);
 
 /**
  * Calculates velocity in the direction player is looking.
@@ -49,7 +49,7 @@ native Float:get_distance_f(const Float:Origin1[3], const Float:Origin2[3]);
  * @param iIndex        Client index
  * @param iVelocity     Multiply vRetValue length by this much
  * @param vRetValue     Store the calculated velocity in this vector.
- * 	
+ * 
  * @noreturn
  * @error               If client is not connected or client index is not
  *                      within the range of 1 to MaxClients.
@@ -61,7 +61,7 @@ native velocity_by_aim(iIndex, iVelocity, Float:vRetValue[3]);
  * 
  * @param fVector       Input vector
  * @param vReturn       Output angle vector
- * 	
+ * 
  * @noreturn
  */
 native vector_to_angle(const Float:fVector[3], Float:vReturn[3]);
@@ -72,7 +72,7 @@ native vector_to_angle(const Float:fVector[3], Float:vReturn[3]);
  * @param vector        Input angle vector
  * @param FRU           One of the ANGLEVECTOR_* constants
  * @param ret           Output vector
- * 	
+ * 
  * @noreturn
  */
 native angle_vector(const Float:vector[3], FRU, Float:ret[3]);
@@ -81,7 +81,7 @@ native angle_vector(const Float:vector[3], FRU, Float:ret[3]);
  * Calculates the length of a vector.
  * 
  * @param vVector       Input vector
- * 	
+ * 
  * @return              Length of the input vector
  */
 native Float:vector_length(const Float:vVector[3]);
@@ -91,7 +91,7 @@ native Float:vector_length(const Float:vVector[3]);
  * 
  * @param vVector       The first vector
  * @param vVector2      The second vector
- * 	
+ * 
  * @return              Distance between two input vectors
  */
 native Float:vector_distance(const Float:vVector[3], const Float:vVector2[3]);
@@ -101,7 +101,7 @@ native Float:vector_distance(const Float:vVector[3], const Float:vVector2[3]);
  * 
  * @param IVec          Input integer vector
  * @param FVec          Output float vector
- * 	
+ * 
  * @noreturn
  */
 stock IVecFVec(const IVec[3], Float:FVec[3])
@@ -118,7 +118,7 @@ stock IVecFVec(const IVec[3], Float:FVec[3])
  * 
  * @param FVec          Input float vector
  * @param IVec          Output integer vector
- * 	
+ * 
  * @noreturn
  */
 stock FVecIVec(const Float:FVec[3], IVec[3])
@@ -126,6 +126,30 @@ stock FVecIVec(const Float:FVec[3], IVec[3])
 	IVec[0] = floatround(FVec[0]);
 	IVec[1] = floatround(FVec[1]);
 	IVec[2] = floatround(FVec[2]);
-	
+
 	return 1;
 }
+
+/**
+ * Checks if a vector is zero.
+ * 
+ * @param Vector        The input vector
+ * 
+ * @return              True if the vector is zero, false otherwise
+ */
+stock bool:IsVectorZero(const Float:Vector[3])
+{
+	return (Vector[0] == 0.0 && Vector[1] == 0.0 && Vector[2] == 0.0) ? true : false;
+}
+
+/**
+ * Sets a vector to zero
+ * 
+ * @param Vector        Vector
+ * 
+ * @noreturn
+ */
+stock SetVectorZero(Float:Vector[3])
+{
+	Vector[0] = Vector[1] = Vector[2] = 0.0;
+}