Don't check collision during spectating in 1st person view
It fixes the problem, that during spectating in 1st person view, when spectated player collided (for example with wall) and crouched, then his crouches weren't visible for player1.
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@@ -366,7 +366,7 @@ void resizephysent(physent *pl, int moveres, int curtime, float min, float max)
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{
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pl->eyeheight += h;
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pl->o.z += h;
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if(collide(pl))
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if(collide(pl) && !(pl != player1 && player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST)) // don't check collision during spectating in 1st person view
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{
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pl->eyeheight -= h; // collided, revert mini-step
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pl->o.z -= h;
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