![]() ![]() If(! CalcScreen(EntViewOrg, fVecScreen)) continue pfnAngleVectors (playerAngles, forward, right, up) Void tintArea( int x, int y, int w, int h, int r, int g, int b, int a) Void VectorTransform ( float *in1, float in2, float *out) PM_TraceLine( position, end, PM_TRACELINE_PHYSENTSONLY, 2, - 1) Yaw = ( float )( ( atan2( forward, forward ) * 180 / M_PI ) ) ![]() Void VectorAngles( const float *forward, float *angles ) Predahead = vpreahead // apply some leeb value here :) VPredictedOrigin = ent->origin + vDeltaOrigin Ĭl_entity_s* ent = gEngfuncs. Vec3_t vFromOrigin, vToOrigin, vDeltaOrigin,vPredictedOrigin Int historyIndex = (ent->current_position+HISTORY_MAX-predback)%HISTORY_MAX * cl_entity_s* ent = gEngfuncs.GetEntityByIndex(index) ![]() Static void PredictTarget( int index, float *pred) Typedef float TransformMatrix įloat predahead = 0.20 // Some default Values D ![]()
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