FixPlayermodel(this);
this.drawonlytoclient = NULL;
+ this.viewloc = NULL;
+
this.crouch = false;
this.view_ofs = STAT(PL_VIEW_OFS, this);
setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
this.angles = spectatee.v_angle;
STAT(FROZEN, this) = STAT(FROZEN, spectatee);
this.revive_progress = spectatee.revive_progress;
+ this.viewloc = spectatee.viewloc;
if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
this.fixangle = true;
setorigin(this, spectatee.origin);