more snapline shit
Hi Basically For My snaplines i want the outline to rotate around as the actual direction of the snapline changes, I keep fucking up the math but I'm Really close at the moment
That's the actual snapline and this is the rotation func()
It's Functional but not p; I was wondering if any of you guys were capable of getting this shit gud 
Code:
local origin = v:GetPos(); snapendx = origin:ToScreen().x; snapendy = origin:ToScreen().y; snapstarty = ScrH()/2; snapstartx = ScrW()/2; local offsetx, offsety = SnapRotate(); if (math.abs(snapendx) < ScrW()*5 && math.abs(snapendy) < ScrH()*5) then surface.SetDrawColor(5,5,5) surface.DrawLine(snapstartx-offsetx, snapstarty-offsety, snapendx-offsetx, snapendy-offsety) surface.DrawLine(snapstartx+offsetx, snapstarty+offsety, snapendx+offsetx, snapendy+offsety) surface.SetDrawColor(color) surface.DrawLine(snapstartx, snapstarty, snapendx, snapendy) end
Code:
local function SnapRotate() local _x = snapendx - snapstartx; local _y = snapendy - snapstarty; local snapangle = math.deg(math.atan2(_y,_x)); if (snapangle > 0 && snapangle < 90) then _snapangle = 90 - snapangle; __snapangle = _snapangle - 90; elseif (snapangle > 90) then _snapangle = (snapangle % 90); __snapangle = 90 - _snapangle; elseif (snapangle < 0 && snapangle > -90) then _snapangle = 90 - math.abs(snapangle); __snapangle = math.abs(snapangle); elseif (snapangle < -90) then _snapangle = math.abs(snapangle) % 90; __snapangle = _snapangle - 90; end x = math.sin(math.rad(__snapangle)); y = math.sin(math.rad(_snapangle)); print(x,y) return x, y; end


