#include <common/debug.qh>
#include <common/ent_cs.qh>
#include <common/gamemodes/_mod.qh>
+#include <common/impulses/all.qh>
#include <common/mapinfo.qh>
#include <common/mapobjects/target/music.qh>
#include <common/mapobjects/trigger/viewloc.qh>
return 0;
}
+bool waiting_CAMERA_SPECTATOR_update;
void View_EventChase(entity this)
{
+ if(spectatee_status > 0 && autocvar_chase_active > 0)
+ {
+ // if chase_active is enabled by the user, spectator camera never switches to 1st person
+ // that means CAMERA_SPECTATOR 1 behaves as 0 and is redundant, so we forcedly skip it
+ if (STAT(CAMERA_SPECTATOR) == 1)
+ {
+ if (!waiting_CAMERA_SPECTATOR_update)
+ {
+ Impulse_Send(IMP_weapon_drop); // switch to CAMERA_SPECTATOR 2
+ waiting_CAMERA_SPECTATOR_update = true;
+ }
+ }
+ else waiting_CAMERA_SPECTATOR_update = false;
+ }
+
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
.void(entity this) impulse_handle;
#if defined(CSQC)
+void Impulse_Send(entity imp)
+{
+ localcmd(sprintf("\nimpulse %d\n", imp.impulse));
+}
+
#define IMPULSE_ALIAS(alias, id) localcmd("\nalias " #alias " \"", id ,"\"\n")
#else
#define IMPULSE_ALIAS(alias, id)