Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- SentryTurnToTarget( iEntity, Float: vecSentryOrigin[ 3 ], Float: vecClosestOrigin[ 3 ] )
- {
- static Float: vecAngles[ 3 ];
- get_entvar( iEntity, var_angles, vecAngles );
- static Float: flTrack[ 3 ];
- static Float: flTemp;
- flTrack[ 0 ] = vecClosestOrigin[ 0 ] - vecSentryOrigin[ 0 ];
- flTrack[ 1 ] = vecClosestOrigin[ 1 ] - vecSentryOrigin[ 1 ];
- flTrack[ 2 ] = vecClosestOrigin[ 2 ] - vecSentryOrigin[ 2 ];
- flTemp = flTrack[ 1 ];
- if( flTrack[ 1 ] < 0.0 )
- flTrack[ 1 ] += 360.0;
- else if( flTrack[ 1 ] >= 360.0)
- flTrack[ 1 ] -= 360.0;
- client_print( 0, print_chat, "tmp: %f", flTemp );
- flTemp = flTrack[ 1 ] - vecAngles[ 1 ];
- flTemp = 255.0 * ( flTemp / 360.0 );
- client_print( 0, print_chat, "controller: %f", flTemp );
- set_entvar( iEntity, var_controller, floatround( flTemp ), 0 );
- vector_to_angle( flTrack, flTrack );
- flTemp = flTrack[ 0 ];
- if( flTemp > 90.0 )
- flTemp -= 360.0;
- flTemp = -floatclamp( flTemp, -45.0, 45.0 ) + 45.0;
- flTemp = 255.0 * ( flTemp / 90.0 );
- set_entvar( iEntity, var_controller, floatround( flTemp ), 1 );
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement