else
setsensitivityscale(1);
- makevectors(view_angles);
-
if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
{
if(intermission) { curspeed = 0; }
else
{
+
+ makevectors(view_angles);
v = pmove_vel;
if(csqcplayer)
v = csqcplayer.velocity;
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
WepSet weapons_stat = WepSet_GetFromStat();
- if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO))))
+ if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && spectatee_status >= 0 && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO))))
{
// make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
{
// apply night vision effect
vector tc_00, tc_01, tc_10, tc_11;
- vector rgb;
- rgb_x = 0; // fteqcc sucks
- rgb_y = 0; // fteqcc sucks
- rgb_z = 0; // fteqcc sucks
+ vector rgb = '0 0 0';
if(!nightvision_noise)
{