18.08.2016, 19:54
Quote:
EDIT: Perhaps a temporary fix would be checking if the CP is zeroed out, and if so use the last CP and last FV.
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I replaced GetPlayerCameraPos with GetPlayerObjectPos, so instead of messing up with the wrong camera position it'll use the object's position. The camera is attached to the object anyways. Now CP never get's zeroed out.
The FV does still get messed up X and Z though, they both return zeros like half the times I call GetPlayerCameraFrontVector.