rendered paste bodyvoid GetAngleToOrigin( vec3_t Origin, FLOAT &AngleX, FLOAT &AngleY )
{
vec3_t entity, angle;
VectorSubtract( Origin, Game->cg->refdef.vieworg, entity );
VectorAngles( entity, angle );
if ( angle[YAW] > 180.0f ) angle[YAW] -= 360.0f;
else if ( angle[YAW] < -180.0f ) angle[YAW] += 360.0f;
if ( angle[PITCH] > 180.0f ) angle[PITCH] -= 360.0f;
else if ( angle[PITCH] < -180.0f ) angle[PITCH] += 360.0f;
angle[YAW] -= Game->cg->refdef.refdefViewAngles[YAW];
angle[PITCH] -= Game->cg->refdef.refdefViewAngles[PITCH];
if ( angle[YAW] > 180.0f ) angle[YAW] -= 360.0f;
else if ( angle[YAW] < -180.0f ) angle[YAW] += 360.0f;
if ( angle[PITCH] > 180.0f ) angle[PITCH] -= 360.0f;
else if ( angle[PITCH] < -180.0f ) angle[PITCH] += 360.0f;
AngleX = angle[YAW];
AngleY = angle[PITCH];
}