There may be a better way. If so, someone will point it out.
Code:
GetPointBetweenOrigins(Float:Origin1[3], Float:Origin2[3], Float:PointBetween[3]) {
PointBetween[0] = floatmin(Origin1[0], Origin2[0]) + floatabs(Origin1[0] - Origin2[0]) / 2.0;
PointBetween[1] = floatmin(Origin1[1], Origin2[1]) + floatabs(Origin1[1] - Origin2[1]) / 2.0;
PointBetween[2] = floatmin(Origin1[2], Origin2[2]) + floatabs(Origin1[2] - Origin2[2]) / 2.0;
}
GetPointBetweenPlayers(Player1, Player2, Float:PointBetween[3]) {
new Float:Origin1[3], Float: Origin2[3];
#if defined _engine_included
entity_get_vector(Player1, EV_VEC_origin, Origin1);
entity_get_vector(Player2, EV_VEC_origin, Origin2);
#else
pev(Player1, pev_origin, Origin1);
pev(Player2, pev_origin, Origin2);
#endif
PointBetween[0] = floatmin(Origin1[0], Origin2[0]) + floatabs(Origin1[0] - Origin2[0]) / 2.0;
PointBetween[1] = floatmin(Origin1[1], Origin2[1]) + floatabs(Origin1[1] - Origin2[1]) / 2.0;
PointBetween[2] = floatmin(Origin1[2], Origin2[2]) + floatabs(Origin1[2] - Origin2[2]) / 2.0;
}
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