<P>				ViewFlash(1.0);
<P>				// make sure we don't go through the ceiling
<P>				ViewVect = vect(0,0,1);
<P>				HitActor = Trace(HitLocation, HitNormal, Location + ViewDist * ViewVect, Location);
<P>				if ( HitActor != None )
<P>					CameraLocation = HitLocation;
<P>				else
<P>					CameraLocation = Location + ViewDist * ViewVect;
<P>			}
<P>			else
<P>			{
<P>				// Don't fade to black in multiplayer
<P>				if  ( Level.NetMode == NM_Standalone )
<P>				{
<P>					if(bInsaneDeath)
<P>					{
<P>						whiteVec.X = FMax(1.0 - (time-16.0) / 8.0, -1.0);
<P>						whiteVec.Y = FMax(1.0 - (time-16.0) / 8.0, -1.0);
<P>						whiteVec.Z = FMax(1.0 - (time-16.0) / 8.0, -1.0);
<P>					}
