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Mar 20th, 2015
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C++ 0.41 KB | None | 0 0
  1.             Vector3 localPlayerEyes;
  2.             localPlayerEyes.X = LocalPlayer.vecOrigin[0] + LocalPlayer.vecViewOffset[0];
  3.             localPlayerEyes.Y = LocalPlayer.vecOrigin[1] + LocalPlayer.vecViewOffset[1];
  4.             localPlayerEyes.Z = LocalPlayer.vecOrigin[2] + LocalPlayer.vecViewOffset[2];
  5.  
  6.             Vector3 targetAngles;
  7.             calcAngle(localPlayerEyes, EntityList[i].headBoneXYZ, targetAngles);
  8.  
  9.             cout << getFOV(???, ???, ???) << endl;
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