if(n > maxclients)
return SHOTTYPE_HITWORLD;
t = entcs_GetTeam(n - 1);
- if(teamplay)
- if(t == myteam)
- return SHOTTYPE_HITTEAM;
+ if(teamplay && t == myteam)
+ return SHOTTYPE_HITTEAM;
if(t == NUM_SPECTATOR)
return SHOTTYPE_HITWORLD;
return SHOTTYPE_HITENEMY;
vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
- vecs = decompressShotOrigin(STAT(SHOTORG));
-
traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
trueaimpoint = trace_endpos;
// move trueaimpoint a little bit forward to make the final tracebox reliable
if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
+ vecs = decompressShotOrigin(STAT(SHOTORG));
+
if(vecs.x > 0)
vecs.y = -vecs.y;
else
if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
csqcplayer.alpha = csqcplayer.m_alpha;
- if (autocvar_chase_active > 0 && autocvar_chase_front)
+ if (autocvar_chase_active > 0 && (autocvar_chase_front || autocvar_cl_lockview))
{
if (csqcplayer.alpha != csqcplayer.m_alpha)
HUD_Crosshair_ApplyPlayerAlpha(csqcplayer.m_alpha);