else
{
vector vieworg = view.origin;
- vieworg = CSQCPlayer_ApplySmoothing(view, vieworg);
- if(autocvar_chase_active)
- vieworg = CSQCPlayer_ApplyChase(view, vieworg);
+ if(intermission)
+ {
+ // just update view offset, don't need to do anything else
+ vieworg.z += view.view_ofs.z;
+ }
else
{
- // angles
- CSQCPlayer_ApplyDeathTilt(view);
- view_angles = view_angles + view_punchangle;
- view_angles.z += CSQCPlayer_CalcRoll(view);
- // TODO? we don't have damage time accessible here
- // origin
- vieworg = vieworg + view_punchvector;
- vieworg = CSQCPlayer_ApplyBobbing(view, vieworg);
+ vieworg = CSQCPlayer_ApplySmoothing(view, vieworg);
+ if(autocvar_chase_active)
+ vieworg = CSQCPlayer_ApplyChase(view, vieworg);
+ else
+ {
+ // angles
+ CSQCPlayer_ApplyDeathTilt(view);
+ view_angles = view_angles + view_punchangle;
+ view_angles.z += CSQCPlayer_CalcRoll(view);
+ // TODO? we don't have damage time accessible here
+ // origin
+ vieworg = vieworg + view_punchvector;
+ vieworg = CSQCPlayer_ApplyBobbing(view, vieworg);
+ }
+ CSQCPlayer_ApplyIdleScaling(view);
}
- CSQCPlayer_ApplyIdleScaling(view);
setproperty(VF_ORIGIN, vieworg);
setproperty(VF_ANGLES, view_angles);
}