freeze_pmove_org = pmove_org;
freeze_input_angles = input_angles;
- // event chase cam
+ // event chase camera
if(spectatee_status >= 0 && (autocvar_cl_chase_death || autocvar_cl_chase_intermission))
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually
{
if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission))
{
- // We must enable chase_active to get a third person view (weapon view model hidden and own player model showing).
- // Ideally, there should be another way to enable third person cameras, such as an R_SetView() function.
+ // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
+ // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
if(!autocvar_chase_active)
- cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, not by the user (which would be 1)
+ cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
// make the camera smooth back
if(autocvar_cl_chase_speed && chase_current_distance < autocvar_cl_chase_distance)
chase_target_origin = pmove_org - view_forward * chase_current_distance;
traceline(pmove_org, chase_target_origin, MOVE_NORMAL, self);
- // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera going through walls
+ // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
// The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
chase_target_origin = pmove_org - view_forward * chase_current_distance * (trace_fraction - 0.1);
}