<P>			// make sure we don't go through the wall
<P>			ViewDist = 190;
<P>			ViewVect = vect(1,0,0) %GT%%GT% Rotation;
<P>			HitActor = Trace( HitLocation, HitNormal,
<P>					Location - ViewDist * vector(CameraRotation), Location, false, vect(12,12,2));
<P>			if ( HitActor != None )
<P>				CameraLocation = HitLocation;
<P>			else
<P>				CameraLocation = Location - ViewDist * ViewVect;
<P>		}
<P>
<P>		// don't fog view if we are "paused"
<P>		if (DeusExRootWindow(rootWindow).bUIPaused)
<P>		{
<P>			InstantFog   = vect(0,0,0);
<P>			InstantFlash = 0;
<P>			ViewFlash(1.0);
<P>		}
<P>	}
<P>
<P>//edited for insanedeath stuff
<P>Begin:
<P>	// Dead players comes back to life with scope view, so this is here to prevent that
<P>	if ( DeusExWeapon(inHand) != None )
<P>	{
