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- DWORD* pMtrx2 = (DWORD*)((*pPed) + 0x14);//matrix of target player
- float* xPos2 = (float*)((*pMtrx2) + 0x30);//X position
- float* yPos2 = (float*)((*pMtrx2) + 0x34);//Y position
- float xPos2a;
- float yPos2a;
- float* playerHP = (float*)((*pPed) + 0x540);//health of target player
- if (*playerHP > 0) {
- xPos2a = *xPos2;
- yPos2a = *yPos2;
- float Aa = fabs(xPoint - xPos2a);
- float Ab = fabs(yPoint - yPos2a);
- float Ac = sqrt(Aa*Aa + Ab * Ab);
- float alpha = asin(Aa / Ac);
- float beta = acos(Aa / Ac);
- if ((xPos1 > xPos2) && (yPos1 < yPos2)) { beta = -beta; }//1 part
- if ((xPos1 > xPos2) && (yPos1 > yPos2)) { beta = beta; }//2 part
- if ((xPos1 < xPos2) && (yPos1 > yPos2)) { beta = (alpha + (1.5707)); }//3 part
- if ((xPos1 < xPos2) && (yPos1 < yPos2)) { beta = (-alpha - (1.5707)); }//4 part
- si gen *camXpos = beta + 0.0379;
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