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- Vector3 localPlayerEyes;
- localPlayerEyes.X = LocalPlayer.vecOrigin[0] + LocalPlayer.vecViewOffset[0];
- localPlayerEyes.Y = LocalPlayer.vecOrigin[1] + LocalPlayer.vecViewOffset[1];
- localPlayerEyes.Z = LocalPlayer.vecOrigin[2] + LocalPlayer.vecViewOffset[2];
- Vector3 targetAngles;
- calcAngle(localPlayerEyes, EntityList[i].headBoneXYZ, targetAngles);
- cout << getFOV(???, ???, ???) << endl;
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