punktx=player.x + (punkabstand*cos(player.tilt-90));

punkty=player.y + (punkabstand*cos(player.tilt-90));

punktz=player.z + sin(player.tilt-90)*punkabstand;

sofern roll=0

Last edited by FlorianP; 08/02/08 12:43.

I <3 LINQ