{
makevectors(view_angles);
forward = v_forward;
- if(autocvar_chase_front)
+ if(autocvar_chase_front && spectatee_status != -1)
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;
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)
+ if(autocvar_chase_front && spectatee_status != -1)
{
// now flip the view so the player is looking at themselves
vector newang = vectoangles(forward);