Cam::getGameplayCamRot: Difference between revisions
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var cam_rot = mp.game.cam.getGameplayCamRot(0); | var cam_rot = mp.game.cam.getGameplayCamRot(0); | ||
</syntaxhighlight> | </syntaxhighlight> | ||
The X component is stored as <syntaxhighlight lang="javascript">cam_rot.x</syntaxhighlight> | |||
Same for Y and Z (keep in mind that when we get a component from a Vector3 we use small letters) | |||
==See also== | ==See also== | ||
{{Cam_s_function_c}} | {{Cam_s_function_c}} | ||
[[Category:Clientside API]] | [[Category:Clientside API]] | ||
[[Category:TODO: Example]] | [[Category:TODO: Example]] | ||
Latest revision as of 08:08, 1 January 2020
p0 dosen't seem to change much, I tried it with 0, 1, 2:
0-Pitch(X): -70.000092
0-Roll(Y): -0.000001
0-Yaw(Z): -43.886459
1-Pitch(X): -70.000092
1-Roll(Y): -0.000001
1-Yaw(Z): -43.886463
2-Pitch(X): -70.000092
2-Roll(Y): -0.000002
2-Yaw(Z): -43.886467
Syntax
mp.game.cam.getGameplayCamRot(p0);
Required Arguments
- p0: int
Return value
- Vector3
Example
//Store the values:
var cam_rot = mp.game.cam.getGameplayCamRot(0);
The X component is stored as
cam_rot.x
Same for Y and Z (keep in mind that when we get a component from a Vector3 we use small letters)