vector pos = view_origin;
vector dir = view_forward;
+ makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
+ pos += v_right * -wepent.movedir.y
+ + v_up * wepent.movedir.z;
+
if (wepent.angles_held_status)
{
makevectors(wepent.angles_held);
float vh_notice_time;
void CSQC_UpdateView(entity this, float w, float h)
{
- TC(int, w); TC(int, h);
+ TC(int, w); TC(int, h);
entity e;
float fov;
float f;