From a02872f8a59cfd3406baaad565cbb05718404ce5 Mon Sep 17 00:00:00 2001 From: terencehill Date: Mon, 22 Mar 2021 17:15:07 +0100 Subject: [PATCH] Disable chase_front while observing, it doesn't make any sense --- qcsrc/lib/csqcmodel/cl_player.qc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/qcsrc/lib/csqcmodel/cl_player.qc b/qcsrc/lib/csqcmodel/cl_player.qc index 15d9d2798..69c206133 100644 --- a/qcsrc/lib/csqcmodel/cl_player.qc +++ b/qcsrc/lib/csqcmodel/cl_player.qc @@ -479,7 +479,7 @@ vector CSQCPlayer_ApplyChase(entity this, vector v) { 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; @@ -491,7 +491,7 @@ vector CSQCPlayer_ApplyChase(entity this, vector v) 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); -- 2.39.2