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Apr 23rd, 2017
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  1.  
  2. stock get_targetXY(ent, const Float:origin[3], Float:hudpos[2])
  3. {
  4. static Float:origin2[3]
  5. origin2[0] = origin[0]
  6. origin2[1] = origin[1]
  7. origin2[2] = origin[2]
  8.  
  9. static Float:ent_origin[3]
  10.  
  11. pev(ent,pev_origin,ent_origin)
  12.  
  13. static Float:ent_angles[3]
  14.  
  15. pev(ent,pev_v_angle,ent_angles)
  16.  
  17. origin2[0] -= ent_origin[0]
  18. origin2[1] -= ent_origin[1]
  19. origin2[2] -= ent_origin[2]
  20.  
  21. static Float:v_length
  22. v_length = vector_length(origin2)
  23.  
  24. static Float:aim_vector[3]
  25. aim_vector[0] = origin2[0] / v_length
  26. aim_vector[1] = origin2[1] / v_length
  27. aim_vector[2] = origin2[2] / v_length
  28.  
  29. static Float:new_angles[3]
  30. vector_to_angle(aim_vector,new_angles)
  31.  
  32. new_angles[0] *= -1
  33.  
  34. if(new_angles[1]>180.0) new_angles[1] -= 360.0
  35. if(new_angles[1]<-180.0) new_angles[1] += 360.0
  36. if(new_angles[1]==180.0 || new_angles[1]==-180.0) new_angles[1]=-179.999999
  37.  
  38. if(new_angles[0]>180.0) new_angles[0] -= 360.0
  39. if(new_angles[0]<-180.0) new_angles[0] += 360.0
  40. if(new_angles[0]==90.0) new_angles[0]=89.999999
  41. else if(new_angles[0]==-90.0) new_angles[0]=-89.999999
  42.  
  43. static Float:fov
  44. pev(ent,pev_fov,fov)
  45.  
  46. if(!fov)
  47. fov = 90.0
  48.  
  49. if(floatabs(ent_angles[0] - new_angles[0]) <= fov/2 && floatabs((180.0 - floatabs(ent_angles[1])) - (180.0 - floatabs(new_angles[1]))) <= fov/2)
  50. {
  51. hudpos[1] = 1 - ( ( (ent_angles[0] - new_angles[0]) + fov/2 ) / fov )
  52. hudpos[0] = ( (ent_angles[1] - new_angles[1]) + fov/2 ) / fov
  53. }
  54. else
  55. return 0;
  56.  
  57. return 1;
  58. }
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