101 entity viewloc_ent = view.viewloc;
102 if(viewloc_ent && !wasfreed(viewloc_ent) && viewloc_ent.enemy && viewloc_ent.goalentity)
104 bool have_sidescroll = (viewloc_ent.enemy != viewloc_ent.goalentity);
105 vector position_a = viewloc_ent.enemy.origin;
106 vector position_b = viewloc_ent.goalentity.origin;
107 vector camera_angle =
'0 0 0';
112 camera_position =
vec_bounds_in(view.origin, position_a, position_b);
116 camera_angle = viewloc_ent.enemy.movedir;
121 camera_angle =
aim_vec (camera_position, view.origin);
132 camera_angle =
aim_vec(camera_position, view.origin);
140 if (60 <= camera_angle_diff) {
167 if (have_sidescroll) {
168 vector view_angle = view.angles;
173 avatar_facing_dir = view_angle;
179 view_angle.y = avatar_facing_dir.y;
191 mpos.x = view.origin.x;
192 view_angle =
aim_vec(view.origin + view.view_ofs, mpos);
194 view.angles_y = view_angle.y;
int spectatee_status
the -1 disables HUD panels before CSQC receives necessary data