.vector movement;
- // angles of the player's view (as opposed to his model which uses `.vector angles;`) in degrees
+ // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
// x is pitch: positive means down (unlike .angles)
// y is yaw: between -180 and 180, increases when turning left
// z is roll: positive means tilted clockwise, usually is 0
.vector origin;
-// angles of the player's model (as opposed to his view which uses `.vector v_angle;`) in degrees
+// angles of the player's model (as opposed to their view which uses `.vector v_angle;`) in degrees
// x is pitch: positive means up (unlike .v_angle), usually is 0
// y is yaw: between -180 and 180, increases when turning left
// z is roll: positive means tilted clockwise, usually is 0