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[FIXED]How can I get the origin that in front of the entity


  
 
 
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Black Rose
Veteran Member
Join Date: Feb 2011
Location: Stockholm, Sweden
Old 09-15-2013 , 06:20   Re: [FIXED]How can I get the origin that in front of the entity
Reply With Quote #5

I don't know if it'll work because I don't know if ents have view_ofs or v_angle. You'll just have to try. Works with players.

Code:
stock PointByAim(ent, vel, Float:retPoint[3]) {     #if !defined _engine_included && !defined _fakemeta_included     #assert You need to include engine or fakemeta! #endif         new Float:entOrigin[3], Float:entOffsets[3];     #if defined _engine_included     if ( ! is_valid_ent(ent) ) { #else     if ( ! pev_valid(ent) ) { #endif         log_amx("[PointByAim] Entity %d is not valid", ent);         return;     }     #if defined _engine_included     entity_get_vector(ent, EV_VEC_origin, entOrigin);     entity_get_vector(ent, EV_VEC_view_ofs, entOffsets); #else     pev(ent, pev_origin, entOrigin);     pev(ent, pev_view_ofs, entOffsets); #endif         entOrigin[0] += entOffsets[0];     entOrigin[1] += entOffsets[1];     entOrigin[2] += entOffsets[2];     #if defined _engine_included     entity_get_vector(ent, EV_VEC_v_angle, entOffsets); #else     pev(ent, pev_v_angle, entOffsets); #endif         angle_vector(entOffsets, ANGLEVECTOR_FORWARD, entOffsets);         retPoint[0] = entOrigin[0] + entOffsets[0] * vel;     retPoint[1] = entOrigin[1] + entOffsets[1] * vel;     retPoint[2] = entOrigin[2] + entOffsets[2] * vel; }
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Last edited by Black Rose; 09-15-2013 at 06:30.
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