But I have one problem with FOV. Im using this code:
if(!GetHitboxPosition(Cvars.aim_spot, m_vecPosition, c->viewangles, i) || GetFov( pLocal->GetRenderAngles(), vEyePos, m_vecPosition ) > Cvars.aim_fov) continue;
Thx anyway. :troll:
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if(!GetHitboxPosition(Cvars.aim_spot, m_vecPosition, c->viewangles, i) || GetFov( pLocal->GetRenderAngles(), vEyePos, m_vecPosition ) > Cvars.aim_fov) continue;
float cAimbot::GetFov( QAngle angle, Vector src, Vector dst ) { QAngle ang,aim; float fov; CalcAngle(src, dst, ang); MakeVector(angle, aim); MakeVector(ang, ang); float mag_s = sqrt((aim[0]*aim[0]) + (aim[1]*aim[1]) + (aim[2]*aim[2])); float mag_d = sqrt((aim[0]*aim[0]) + (aim[1]*aim[1]) + (aim[2]*aim[2])); float u_dot_v = aim[0]*ang[0] + aim[1]*ang[1] + aim[2]*ang[2]; fov = acos(u_dot_v / (mag_s*mag_d)) * (180.0 / M_PI); return fov; }
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