Quote:
Originally Posted by hleV
Didn't help. 
Or I may need an example to fit it into my code.
|
Code:
new Float:fAngles[3]
new Float:fVelocity[3]
entity_get_vector(id, EV_VEC_angles, fAngles)
angle_vector(fAngles, ANGLEVECTOR_RIGHT, fVelocity)
// fVelocity now points RIGHT
fVelocity[0] *= -1.0
fVelocity[1] *= -1.0
fVelocity[2] *= -1.0
// fVelocity now points LEFT
not tested.
If it's up and down of player you don't need to calculate these... you only need to set fVelocity[2] to a negative or positive value.
Unless you want to be up/down of player's VIEW, then you need to supply EV_VEC_v_angle
__________________