if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
csqcplayer.alpha = csqcplayer.m_alpha;
+ if (autocvar_chase_active > 0 && autocvar_chase_front)
+ {
+ csqcplayer.alpha = csqcplayer.m_alpha;
+ return;
+ }
+
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && !autocvar_cl_lockview
float autocvar_camera_speed_free;
float autocvar_camera_speed_roll;
int autocvar_chase_active;
+bool autocvar_chase_front;
int autocvar_cl_gentle_damage;
bool autocvar_cl_lockview;
bool autocvar_cl_orthoview;
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;