4 void View_Update (void)
\r
7 angle_alive = input_angles;
\r
8 makevectors(input_angles);
\r
10 if(player_flags & PFL_DEAD && !spec)
\r
12 R_SetView(VF_ORIGIN, vieworg+'0 0 4');
\r
14 R_SetView(VF_ANGLES, angle_alive);
\r
15 R_SetView(VF_CL_VIEWANGLES, angle_alive);
\r
19 if(input_buttons & 16 && !spec)
\r
20 vieworg += PL_CROUCH_VIEW_OFS;
\r
22 vieworg += PL_VIEW_OFS;
\r
24 if(cvar("chase_active") && !spec)
\r
25 vieworg = vieworg + v_up * cvar("chase_up") - v_forward * cvar("chase_back");
\r
27 R_SetView(VF_ORIGIN, vieworg);
\r
28 R_SetView(VF_ANGLES, input_angles);
\r