//gets player facing angle
aim_vec.x = my.x + fcos(my.pan,999999);
aim_vec.y = my.y + fsin(my.pan,999999);
aim_vec.z = my.z + fsin(my.tilt,999999);
c_trace(my.x,aim_vec.x,ignore_me|ignore_passable|ignore_passents|ignore_sprites);
if(trace_hit)
{
vec_set(aim_vec.x,target.x);
}
vec_set(crosshair_vec.x,aim_vec.x);
vec_to_screen(crosshair_vec.x,camera);
crosshairs.pos_x = crosshair_vec.x - (bmap_width(lock_circle_bmp) / 2);
crosshairs.pos_y = crosshair_vec.y - (bmap_height(lock_circle_bmp) / 2);