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Fix client event angles (#290)
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@ -137,7 +137,7 @@ void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short event
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// Weapon prediction events are assumed to occur at the player's origin
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org = g_finalstate->playerstate.origin;
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ang = v_angles;
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ang = v_client_aimangles;
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gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, org, ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
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}
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@ -39,6 +39,7 @@ extern cvar_t *cl_lw;
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extern int g_runfuncs;
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extern vec3_t v_angles;
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extern vec3_t v_client_aimangles;
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extern float g_lastFOV;
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extern struct local_state_s *g_finalstate;
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#endif
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@ -88,6 +88,7 @@ float v_cameraFocusAngle = 35.0f;
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int v_cameraMode = CAM_MODE_FOCUS;
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qboolean v_resetCamera = 1;
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vec3_t v_client_aimangles;
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vec3_t g_ev_punchangle;
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cvar_t *scr_ofsx;
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@ -724,6 +725,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
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// Store off v_angles before munging for third person
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v_angles = pparams->viewangles;
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v_client_aimangles = pparams->cl_viewangles;
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v_lastAngles = pparams->viewangles;
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//v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles !
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if( CL_IsThirdPerson() )
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