From: Mircea Kitsune Date: Thu, 31 Mar 2011 22:45:02 +0000 (+0300) Subject: Fix some comments X-Git-Tag: xonotic-v0.5.0~268^2^2~15 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=121d8572afcb63d04345258d52fecc205265bfbf;p=xonotic%2Fxonotic-data.pk3dir.git Fix some comments --- diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 2571b43d3..ecd64b82e 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -415,16 +415,16 @@ void CSQC_UpdateView(float w, float h) freeze_pmove_org = pmove_org; freeze_input_angles = input_angles; - // event chase cam + // event chase camera if(spectatee_status >= 0 && (autocvar_cl_chase_death || autocvar_cl_chase_intermission)) if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually { if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission)) { - // We must enable chase_active to get a third person view (weapon view model hidden and own player model showing). - // Ideally, there should be another way to enable third person cameras, such as an R_SetView() function. + // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing). + // Ideally, there should be another way to enable third person cameras, such as through R_SetView() if(!autocvar_chase_active) - cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, not by the user (which would be 1) + cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1) // make the camera smooth back if(autocvar_cl_chase_speed && chase_current_distance < autocvar_cl_chase_distance) @@ -439,7 +439,7 @@ void CSQC_UpdateView(float w, float h) chase_target_origin = pmove_org - view_forward * chase_current_distance; traceline(pmove_org, chase_target_origin, MOVE_NORMAL, self); - // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera going through walls + // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through chase_target_origin = pmove_org - view_forward * chase_current_distance * (trace_fraction - 0.1); }