extern vec3_t v_origin, v_angles;

These are declared in view.cpp, and are updated every frame prior to
rendering.

-randomnine-

> I have completed a clientside vgui radar which works with player coordinates
> entirely found in the client code. However, this works fine and all, but the
> coordinates including the angles of even the client only gets updated as
> many as 10 times a second. So what happens is it looks like the radar is
> running about 10fps and its really choppy especially if you turn around
> really fast.  So I was thinking about doing some kind of prediction where I
> delay the update a whole 10th of a second, just enough so I know the next
> angle of the client and I do some kind of interpolation in-between updates
> bases off the real time between real frames and the angle between the first
> and the second. in other words I fake the missing in between frames. I could
> do this, but it would be a lot of work for something that's already done. Is
> there any other way to get the client viewangle ACCURATELY every frame?
> Right now I use
>
>
>
> base_player->angles[1];
>
>
>
> where base_player is real client
>
>
>
> cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin );
>
>
>
> I use that angle as a subtraction to the raw_angle I find using the acos
> between both origins of the client and the current target.
>
>
>
> Anyway, it just seems like the angle only gets updates 10 times a second
> (roughly). My radar is running every frame. So should I proceed with
> prediction, or should I find another variable or view angle which is more
> accurate?
>
>
>
> --
>
>
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