void GetAngleToOrigin( vec3_t Origin, FLOAT &AngleX, FLOAT &AngleY ) { vec3_t entity, angle; VectorSubtract( Origin, Game->cg->refdef.vieworg, entity ); VectorAngles( entity, angle ); if ( angle[YAW] > 180.0f ) angle[YAW] -= 360.0f; else if ( angle[YAW] < -180.0f ) angle[YAW] += 360.0f; if ( angle[PITCH] > 180.0f ) angle[PITCH] -= 360.0f; else if ( angle[PITCH] < -180.0f ) angle[PITCH] += 360.0f; angle[YAW] -= Game->cg->refdef.refdefViewAngles[YAW]; angle[PITCH] -= Game->cg->refdef.refdefViewAngles[PITCH]; if ( angle[YAW] > 180.0f ) angle[YAW] -= 360.0f; else if ( angle[YAW] < -180.0f ) angle[YAW] += 360.0f; if ( angle[PITCH] > 180.0f ) angle[PITCH] -= 360.0f; else if ( angle[PITCH] < -180.0f ) angle[PITCH] += 360.0f; AngleX = angle[YAW]; AngleY = angle[PITCH]; }