// into a weapon system for client code.
// find where we are aiming
- vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
+ vector myviewangle = view_angles;
+ if (autocvar_chase_active)
+ {
+ if (autocvar_cl_lockview)
+ myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
+ else
+ myviewangle = warpzone_save_view_angles;
+ }
vector forward, right, up;
MAKE_VECTORS(myviewangle, forward, right, up);
entity wepent = viewmodels[this.beam_slot];