rendered paste bodyint NearestCHTarget( ){ FLOAT CHDist = 0; FLOAT lastCHDist = 9999; int iBestTargetCH = -1; FLOAT AngleX, AngleY; for( int i=0; i < MAX_CLIENTS; i++ ) { myEntities_t *ent = &entities[i]; if( ( !ent->isValid ) || ( cg_entities[i].currentState.eType != ET_PLAYER ) || ( cg_entities[i].currentState.eFlags & EF_DEAD ) || ( cg_entities[i].currentState.eFlags & EF_NODRAW ) || ( ent->isInvicible ) ) { continue; } if( ent->isValid ) { if( ent->isEnemy ) { if( ent->isVisible ) { if( CheckFov( ent->aimvec ) ) { GetAngleToOrigin( ent->aimvec, AngleX, AngleY ); CHDist = sqrt( AngleX*AngleX + AngleY*AngleY ); if ( (CHDist < lastCHDist) ) { lastCHDist = CHDist; iBestTargetCH = i; } } } } } } return iBestTargetCH;}