if(self.sv_entnum == player_localentnum - 1)
{
+ b = view_origin + view_forward * MAX_SHOT_DISTANCE;
+ WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world);
a = view_origin + view_forward * vs_x + view_right * -vs_y + view_up * vs_z;
- b = a + view_forward * MAX_SHOT_DISTANCE;
}
else
{