vec3_t muzzlePoint; // CalcMuzzlePoint { vec3_t forward, right, up; AngleVectors(eth.cg_snap->ps.viewangles, forward, right, up); VectorCopy(eth.cg_snap->ps.origin, muzzlePoint); muzzlePoint[2] += eth.cg_snap->ps.viewheight; // Default weapon muzzle offset VectorMA(muzzlePoint, 6, right, muzzlePoint); VectorMA(muzzlePoint, -4, up, muzzlePoint); SnapVector(muzzlePoint); }