vector horiz_vel = vec2(it.velocity);
// when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking
// when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player
- vector forward = '0 0 0';
- vector right = '0 0 0';
- vector up = '0 0 0';
+ NEW_VECS(forward, right, up);
if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
{
FIXED_MAKE_VECTORS(vectoangles(horiz_vel), forward, right, up);