if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
{
// LordHavoc: this used to use renderer variables (eww)
- vec3_t forward, right, up, origin;
- Matrix4x4_ToVectors(&cl_entities[cl.viewentity].render.matrix, forward, right, up, origin);
- VectorNegate(right, right);
- S_Update(origin, forward, right, up);
+ vec3_t forward, left, up, origin;
+ Matrix4x4_ToVectors(&cl_entities[cl.viewentity].render.matrix, forward, left, up, origin);
+ S_Update(origin, forward, left, up);
}
else
S_Update(vec3_origin, vec3_origin, vec3_origin, vec3_origin);