vel = view.velocity;
else
{
- MAKEVECTORS_NEW(view_angles, forward, right, up);
+ MAKE_VECTORS_NEW(view_angles, forward, right, up);
vel.x = view.velocity * forward;
vel.y = view.velocity * right * -1;
vel.z = view.velocity * up;
if (autocvar_cl_followmodel_velocity_absolute)
{
vector fixed_gunorg;
- MAKEVECTORS_NEW(view_angles, forward, right, up);
+ MAKE_VECTORS_NEW(view_angles, forward, right, up);
fixed_gunorg.x = gunorg * forward;
fixed_gunorg.y = gunorg * right * -1;
fixed_gunorg.z = gunorg * up;
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
view_angles = getpropertyvec(VF_ANGLES);
- MAKEVECTORS(view_angles, view_forward, view_right, view_up);
+ MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
#ifdef BLURTEST
if(time > blurtest_time0 && time < blurtest_time1)