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- stock get_targetXY(ent, const Float:origin[3], Float:hudpos[2])
- {
- static Float:origin2[3]
- origin2[0] = origin[0]
- origin2[1] = origin[1]
- origin2[2] = origin[2]
- static Float:ent_origin[3]
- pev(ent,pev_origin,ent_origin)
- static Float:ent_angles[3]
- pev(ent,pev_v_angle,ent_angles)
- origin2[0] -= ent_origin[0]
- origin2[1] -= ent_origin[1]
- origin2[2] -= ent_origin[2]
- static Float:v_length
- v_length = vector_length(origin2)
- static Float:aim_vector[3]
- aim_vector[0] = origin2[0] / v_length
- aim_vector[1] = origin2[1] / v_length
- aim_vector[2] = origin2[2] / v_length
- static Float:new_angles[3]
- vector_to_angle(aim_vector,new_angles)
- new_angles[0] *= -1
- if(new_angles[1]>180.0) new_angles[1] -= 360.0
- if(new_angles[1]<-180.0) new_angles[1] += 360.0
- if(new_angles[1]==180.0 || new_angles[1]==-180.0) new_angles[1]=-179.999999
- if(new_angles[0]>180.0) new_angles[0] -= 360.0
- if(new_angles[0]<-180.0) new_angles[0] += 360.0
- if(new_angles[0]==90.0) new_angles[0]=89.999999
- else if(new_angles[0]==-90.0) new_angles[0]=-89.999999
- static Float:fov
- pev(ent,pev_fov,fov)
- if(!fov)
- fov = 90.0
- 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)
- {
- hudpos[1] = 1 - ( ( (ent_angles[0] - new_angles[0]) + fov/2 ) / fov )
- hudpos[0] = ( (ent_angles[1] - new_angles[1]) + fov/2 ) / fov
- }
- else
- return 0;
- return 1;
- }
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