// event chase camera\r
if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
{\r
- if(spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
+ if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
{\r
// We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
// Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
\r
R_SetView(VF_ORIGIN, eventchase_target_origin);\r
+ R_SetView(VF_ANGLES, view_angles);\r
}\r
else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
{\r
cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
\r
// lets apply the postprocess effects from the previous two functions if needed\r
- if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
+ if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
{\r
float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
\r
- if(cvar("hud_powerup") && sharpen_intensity > 0)\r
+ if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
{\r
sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
\r