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#include <a_samp>
/*------------------------------------
native AddVehicleMissiles(vehicleid,Float:offsetx,Float:offsetz)
native RemoveVehicleMissiles(vehicleid)
native IsVehicleHot(vehicleid)
-------------------------------------*/
#define MISSILE_DETONATE_TIME 500   //milliseconds
#define MISSILE_EXPLODE_TYPE 10
#define MISSILE_EXPLODE_RADIUS 10.0
#define MISSILE_SPEED 40.0
#define MISSILE_FIRE_KEY 1
new VehicleFire[MAX_VEHICLES];
new VehicleBomb[MAX_VEHICLES][2];
new VehicleSmok[MAX_VEHICLES][2];
new Float:VehicleOffsetX[MAX_VEHICLES];
new Float:VehicleOffsetZ[MAX_VEHICLES];
forward VM_OnPlayerKeyStateChange(playerid,newkeys);
forward VM_Explode(vehicleid,mode);
forward VM_OnVehicleFire(vehicleid,slot);
stock AddVehicleMissiles(vehicleid,Float:offsetx,Float:offsetz)
{
   if(!VehicleFire[vehicleid])
   {
      new Float:x,Float:u;
      GetVehiclePos(vehicleid,x,u,u);
      if(x != 0)
      {
         if(!IsValidObject(VehicleBomb[vehicleid][1]))
         {
            VehicleBomb[vehicleid][0] = CreateObject(3790,0.0,0.0,0.0,0,0,0,300.0);
            VehicleBomb[vehicleid][1] = CreateObject(3790,0.0,0.0,0.0,0,0,0,300.0);
            AttachObjectToVehicle(VehicleBomb[vehicleid][0],vehicleid,offsetx,0,offsetz,0,0,270);
            AttachObjectToVehicle(VehicleBomb[vehicleid][1],vehicleid,-offsetx,0,offsetz,0,0,270);
            VehicleOffsetX[vehicleid] = offsetx;
            VehicleOffsetZ[vehicleid] = offsetz;
            return 1;
         }
      }
   }
   return 0;
}
stock RemoveVehicleMissiles(vehicleid)
{
   if(!VehicleFire[vehicleid])
   {
      if(VehicleBomb[IsValidObject(vehicleid][1]))
      {
         if(VehicleBomb[vehicleid][0])
         {
            DestroyObject(VehicleBomb[vehicleid][0]);
            DestroyObject(VehicleBomb[vehicleid][1]);
            return 1;
         }
         return DestroyObject(VehicleBomb[vehicleid][1]),1;
      }
   }
   return 0;
}
stock IsVehicleHot(vehicleid)
{
   if(IsValidObject(VehicleBomb[vehicleid][1]))
      return 1;
   return 0;
}
public VM_OnPlayerKeyStateChange(playerid,newkeys)
{
   if((newkeys & MISSILE_FIRE_KEY) == (MISSILE_FIRE_KEY))
   {
      new id = GetPlayerVehicleID(playerid);
      if(!VehicleFire[id])
      {
         if(id)
         {
            if(IsValidObject(VehicleBomb[id][1]))
            {
               new
               Float:x,
               Float:y,
               Float:z,
               Float:a;
               VehicleFire[id] = 1;
               if(IsValidObject(VehicleBomb[id][0]))
               {
                  DestroyObject(VehicleBomb[id][0]);
                  GetVehiclePos(id,x,y,z);
                  GetVehicleZAngle(id,a);
                  a += 270;
                  z += VehicleOffsetZ[id];
                  x += (VehicleOffsetX[id] * floatsin(-a, degrees));
                  y += (VehicleOffsetX[id] * floatcos(-a, degrees));
                  VehicleBomb[id][0] = CreateObject(3790,x,y,z,0,0,a,300.0);
                  VehicleSmok[id][0] = CreateObject(18731,x,y,z-1.3,0,0,0,300.0);
                  a += 90;
                  x += (30 * floatsin(-a, degrees));
                  y += (30 * floatcos(-a, degrees));
                  MoveObject(VehicleBomb[id][0],x,y,z,MISSILE_SPEED);
                  MoveObject(VehicleSmok[id][0],x,y,z-1.3,MISSILE_SPEED);
                  SetTimerEx("VM_Explode",MISSILE_DETONATE_TIME,0,"dd",id,0);
                  VM_OnVehicleFire(id,0);
                  return 1;
               }
               DestroyObject(VehicleBomb[id][1]);
               GetVehiclePos(id,x,y,z);
               GetVehicleZAngle(id,a);
               a += 90;
               z += VehicleOffsetZ[id];
               x += (VehicleOffsetX[id] * floatsin(-a, degrees));
               y += (VehicleOffsetX[id] * floatcos(-a, degrees));
               VehicleBomb[id][1] = CreateObject(3790,x,y,z,0,0,a+180,300.0);
               VehicleSmok[id][1] = CreateObject(18731,x,y,z-1.3,0,0,0,300.0);
               a += 270;
               x += (30 * floatsin(-a, degrees));
               y += (30 * floatcos(-a, degrees));
               MoveObject(VehicleBomb[id][1],x,y,z,MISSILE_SPEED);
               MoveObject(VehicleSmok[id][1],x,y,z-1.3,MISSILE_SPEED);
               SetTimerEx("VM_Explode",MISSILE_DETONATE_TIME,0,"dd",id,1);
               VM_OnVehicleFire(id,1);
               return 1;
            }
         }
         return 1;
      }
   }
   return 1;
}
public VM_Explode(vehicleid,mode)
{
   if(IsValidObject(VehicleBomb[vehicleid][mode]))
   {
      new
      Float:x,
      Float:y,
      Float:z;
      GetObjectPos(VehicleBomb[vehicleid][mode],x,y,z);
      CreateExplosion(x,y,z,MISSILE_EXPLODE_TYPE,MISSILE_EXPLODE_RADIUS);
      DestroyObject(VehicleBomb[vehicleid][mode]);
      DestroyObject(VehicleSmok[vehicleid][mode]);
      VehicleFire[vehicleid] = 0;
      return 1;
   }
   return 1;
}
public VM_OnVehicleFire(vehicleid,slot)
{
    return 1;
}