Hmmz:
Code:
Check if enemy is in FOV
here you go guys
have fun
Code:
bool CMath::InFov(vec3_t Origin, float Fov)
{
if(Fov==0)
return true;
INT CenterX = refdef->width/2;
INT CenterY = refdef->height/2;
float ScreenX, ScreenY;
WorldToScreen(Origin,&ScreenX,&ScreenY);
return ( ( INT ) ScreenX <= iScreenCenterX + Fov &&
( INT ) ScreenX >= iScreenCenterX - Fov &&
( INT ) ScreenY <= iScreenCenterY + Fov &&
( INT ) ScreenY >= iScreenCenterY - Fov );
}
usage:
Code:
if( cMaths.InFov(vOrigin,40) )
{
//something
}
leecher!