if(!CalculateBullet(output)) return FALSE; output->y += bullet_drop; CObject* t_obj; if(vehicle) t_obj = vehicle->object_root; else t_obj = soldier; if(t_obj->object_physics) { *output += t_obj->object_physics->speed* (local_info.GetLag() + bullet_delay); } *output -= *local_info.GetMovementSpeed() * (local_info.GetLag() + bullet_delay); D3DXVec3Normalize( output, D3DXVec3Subtract(output, output, local_info.GetAimPos()) ); return TRUE; }