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public text v1 · immutable vec3_t muzzlePoint;
// CalcMuzzlePoint
{
vec3_t forward, right, up;
AngleVectors(eth.cg_snap->ps.viewangles, forward, right, up);
VectorCopy(eth.cg_snap->ps.origin, muzzlePoint);
muzzlePoint[2] += eth.cg_snap->ps.viewheight;
// Default weapon muzzle offset
VectorMA(muzzlePoint, 6, right, muzzlePoint);
VectorMA(muzzlePoint, -4, up, muzzlePoint);
SnapVector(muzzlePoint);
}