float autocvar_chase_up;
bool autocvar_chase_overhead;
float autocvar_chase_pitchangle;
+bool autocvar_chase_front;
vector CSQCPlayer_ApplyChase(entity this, vector v)
{
vector forward;
{
makevectors(view_angles);
forward = v_forward;
+ if(autocvar_chase_front)
+ forward = normalize(forward * -1);
// trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
float cdist = -autocvar_chase_back - 8;
chase_dest.x = v.x + forward.x * cdist;
v.x = 1 * trace_endpos.x + 8 * forward.x + 4 * trace_plane_normal.x;
v.y = 1 * trace_endpos.y + 8 * forward.y + 4 * trace_plane_normal.y;
v.z = 1 * trace_endpos.z + 8 * forward.z + 4 * trace_plane_normal.z;
+
+ if(autocvar_chase_front)
+ {
+ // now flip the view so the player is looking at themselves
+ vector newang = vectoangles(forward);
+ view_angles.x = view_angles.x * -1; // inverse up-down looking direction
+ view_angles.y = newang.y;
+ }
}
#if 0
seta cl_eventchase_vehicle_viewoffset "0 0 80"
seta cl_eventchase_vehicle_distance 250
+seta chase_front 0 "show frontal view when using chase cam"
+
set _vehicles_shownchasemessage 0
seta cl_particles_oldvortexbeam 0 "Uses the old v2.3 Vortex beam instead of the new beam, only works if server allows it (g_allow_oldvortexbeam 1)"