Code:
if (mode == 4)
{
cpOrigin[0] = (long int)pPlayer->lastHit.x;
cpOrigin[1] = (long int)pPlayer->lastHit.y;
cpOrigin[2] = (long int)pPlayer->lastHit.z;
return 1;
}
so it returns the last bullet vectors just like it says. either a player if it hit a player or a wall if it hit a wall.