}
// handle tag fading
- float overlap, onscreen, crosshairdistance;
+ float overlap = FALSE, onscreen, crosshairdistance;
vector o, eo;
o = project_3d_to_2d(ent.origin);
e.sameteam = 0;
}
- e.origin = getplayerorigin(i);
+ setorigin(e, getplayerorigin(i));
if(e.origin == GETPLAYERORIGIN_ERROR)
continue;