vel = view.velocity;
else
{
- MAKE_VECTORS_NEW(view_angles, forward, right, up);
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
vel.x = view.velocity * forward;
vel.y = view.velocity * right * -1;
vel.z = view.velocity * up;
if (autocvar_cl_followmodel_velocity_absolute)
{
vector fixed_gunorg;
- MAKE_VECTORS_NEW(view_angles, forward, right, up);
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
fixed_gunorg.x = gunorg * forward;
fixed_gunorg.y = gunorg * right * -1;
fixed_gunorg.z = gunorg * up;
vector pos = view_origin;
vector dir = view_forward;
- MAKE_VECTORS_NEW(autocvar_chase_active ? warpzone_save_view_angles : view_angles, forward, right, up);
+ vector forward, right, up;
+ MAKE_VECTORS(autocvar_chase_active ? warpzone_save_view_angles : view_angles, forward, right, up);
pos += right * -wepent.movedir.y
+ up * wepent.movedir.z;
curspeed = 0;
else
{
- MAKE_VECTORS_NEW(view_angles, forward, right, up);
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
v = pmove_vel;
if(csqcplayer)
v = csqcplayer.velocity;
else if(eventchase_current_distance != chase_distance)
eventchase_current_distance = chase_distance;
- MAKE_VECTORS_NEW(view_angles, forward, right, up);
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
setproperty(VF_ORIGIN, '0 0 0');
setproperty(VF_ANGLES, '0 0 0');
setproperty(VF_PERSPECTIVE, 1);
- MAKE_VECTORS_NEW('0 0 0', forward, right, up);
+ vector forward, right, up;
+ MAKE_VECTORS('0 0 0', forward, right, up);
vector v1, v2;
cvar_set("vid_conwidth", "800");
cvar_set("vid_conheight", "600");