freeze_input_angles = input_angles;
// event chase camera
- if(spectatee_status >= 0 && (autocvar_cl_eventchase_death || autocvar_cl_eventchase_intermission))
- if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually
+ if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
- if((autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
+ if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
{
// 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()