void DrawBarrel(int i, float fRange)
{
trace_t results;
Vector2 startOut, endOut;
Vector3 endPos, forward;
AngleVectors(&cgArray_s->clientInfo[i].playerAngles, &forward, NULL, NULL); //Gets the players forward viewAxis
Vector3 start = GetTagPos(i, "j_neck");
Vector3 end = start + (forward * fRange);
CG_LocationalTrace(&results, &start, &end, cgArray_s->clientNum, 0x803003); //Mask will differ depending on the game
endPos = start + (forward * (fRange * results.fraction));
if (WorldToScreen(start, &startOut.x, &startOut.y) && WorldToScreen(endPos, &endOut.x, &endOut.y))
DrawLine(startOut.x, startOut.y, endOut.x, endOut.y, &Color(255, 0, 0, 255), R_RegisterMaterial("white", 0), 1);
}
void DrawBarrel(int i, float fRange)
{
trace_t results;
Vector2 startOut, endOut;
Vector3 endPos, forward;
AngleVectors(&cgArray_s->clientInfo[i].playerAngles, &forward, NULL, NULL); //Gets the players forward viewAxis
Vector3 start = GetTagPos(i, "j_neck");
Vector3 end = start + (forward * fRange);
CG_LocationalTrace(&results, &start, &end, cgArray_s->clientNum, 0x803003); //Mask will differ depending on the game
endPos = start + (forward * (fRange * results.fraction));
if (WorldToScreen(start, &startOut.x, &startOut.y) && WorldToScreen(endPos, &endOut.x, &endOut.y))
DrawLine(startOut.x, startOut.y, endOut.x, endOut.y, &Color(255, 0, 0, 255), R_RegisterMaterial("white", 0), 1);
}
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