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QTS 13 - Calculate closest player to your crosshair

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Aug 12th, 2010
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  1. /*
  2. -----------------------------------------
  3. * Game hacking QTS ( Quickie Tip Series )
  4. * no. 13 - Calculate closest player to your crosshair
  5. -----------------------------------------
  6. * Author: SEGnosis  - GHAnon.net
  7. * Thanks to:
  8. * bitterbanana      - No known site
  9. * Drunken Cheetah   - No known site
  10. * fatboy88      - No known site
  11. * Geek4Ever         - No known site
  12. * learn_more        - www.uc-forum.com
  13. * Novocaine         - http://ilsken.net/blog/?page_id=64
  14. * Philly0494        - No known site
  15. * Roverturbo        - www.uc-forum.com
  16. * SilentKarma       - www.halocoders.com - offline
  17. * Strife        - www.uc-forum.com
  18. * Wieter20      - No known site
  19. */
  20.  
  21. //------------------------------------//
  22. float GetAngleDistanceFromYaw( float fYaw, FVect3 vPos, FVect3 vTarget )
  23. {
  24.     FVect2 vDist = { vPos.x - vTarget.x, vPos.z - vTarget.z }; // Get distance total of you and your target
  25.     FView vView; // pitch and yaw float struct
  26.    
  27.     float fHypot    = VectToHypot( vDist ) + 0.000001f;
  28.     /*
  29.     inline float VectToHypot( FVect2 vPos )
  30.     {
  31.         return sqrt( vPos.x * vPos.x + vPos.y * vPos.y );
  32.     }
  33.     */
  34.    
  35.     vView.yaw       = acos( ( vDist.y + 0.000001f ) / fHypot ); // Get radian from cosine of you and your target
  36.    
  37.     if( vDist.x < 0 && vDist.y < 0 || vDist.x < 0 && vDist.y > 0 ) // add based on quadrent
  38.         vView.yaw   = ( PI - vView.yaw );
  39.     else
  40.         vView.yaw   = ( PI + vView.yaw );
  41.    
  42.     return fabsf( fYaw - vView.yaw ); // return absolute distance from crosshair
  43. }
  44. //------------------------------------//
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