///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Purpose: Checks if a position lies within an angle sector
// Arguments: [
, , , ]
// Return: boolean
//
// Returns true if lies within the sector defined by ,
// and .
//
// Example:
// [position player, getDir player, 30, position enemy_tank] call BIS_fnc_inAngleSector
// will return true if the vehicle named enemy_tank is within 30 degrees of where the player is pointing.
//
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Optimized for 1.0.7.1
//
// Transpose the rightmost radial arm to 0 degrees and calculate target direction
// using CCW trig convention. Keep sector width to < 180 degrees when calling this function.
//
///////////////////////////////////////////////////////////////////////////////////////////////////
local _source = _this select 0; // center position
local _width = _this select 2; // sector width
local _target = _this select 3; // target position
local _px = (_target select 0) - (_source select 0); // x relative
local _py = (_target select 1) - (_source select 1); // y relative
local _dir = -(_px atan2 _py) + 360; // get CCW relative angle from x,y coords
local _relDir = (_dir + (_this select 1) + (_width * 0.5)) % 360; // transpose target direction by source direction plus half angle sector
_relDir <= _width // is target in angle sector?