Nevermind,I found a better way: instead of getting their hand pos,I just use angle_vector() to get a normalized vector pointing to where they are looking at, and add it to the user's origin. The code:
Code:
if(++iPlayerJump_Thinks[id] >= 10)
{
static Float:fOrigin[3]
pev(id,pev_origin,fOrigin)
static Float:fAngles[3],Float:fAngleVector[3]
pev(id,pev_angles,fAngles)
angle_vector(fAngles,1,fAngleVector)
for(new i=0;i <3;i++)
fOrigin[i] += (fAngleVector[i] * 20)
BeamPointPoint(fPlayerJump_BeamPos[id],fOrigin,iBeamSprite)
fPlayerJump_BeamPos[id] = fOrigin
}