void WaypointSprite_Init()
{
- waypointsprite_limitedrange = autocvar_g_waypointsprite_limitedrange;
- waypointsprite_deployed_lifetime = autocvar_g_waypointsprite_deployed_lifetime;
- waypointsprite_deadlifetime = autocvar_g_waypointsprite_deadlifetime;
+ waypointsprite_limitedrange = autocvar_sv_waypointsprite_limitedrange;
+ waypointsprite_deployed_lifetime = autocvar_sv_waypointsprite_deployed_lifetime;
+ waypointsprite_deadlifetime = autocvar_sv_waypointsprite_deadlifetime;
}
void WaypointSprite_InitClient(entity e)
{
{
if(self.team != e.team)
return FALSE;
- if(e.classname != "player")
+ if (!IS_PLAYER(e))
return FALSE;
}
entity WaypointSprite_getviewentity(entity e)
{
- if(e.classname == "spectator")
+ if(IS_SPEC(e))
e = e.enemy;
/* TODO idea (check this breaks nothing)
else if(e.classname == "observer")
entity e;
e = WaypointSprite_getviewentity(other);
- // as a GENERAL rule:
- // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
- // but only apply this to real players, not to spectators
- if(g_minstagib && (self.owner.items & IT_STRENGTH) && (e == other))
- {
- if(!WaypointSprite_isteammate(self.owner, e))
- return FALSE;
- }
+ if(MUTATOR_CALLHOOK(CustomizeWaypoint))
+ return FALSE;
return self.waypointsprite_visible_for_player(e);
}
WriteByte(MSG_ENTITY, ENT_CLIENT_WAYPOINT);
sendflags = sendflags & 0x7F;
-
+
if(g_nexball)
- sendflags &~= 0x80;
+ sendflags &= ~0x80;
else if(self.max_health || (self.pain_finished && (time < self.pain_finished + 0.25)))
sendflags |= 0x80;
e = WaypointSprite_Spawn(spr, 0, 0, carrier, '0 0 64', world, carrier.team, carrier, waypointsprite_attachedforcarrier, FALSE, icon, rgb);
if(e)
{
- WaypointSprite_UpdateMaxHealth(e, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
- WaypointSprite_UpdateHealth(e, '1 0 0' * healtharmor_maxdamage(carrier.health, carrier.armorvalue, autocvar_g_balance_armor_blockpercent));
+ WaypointSprite_UpdateMaxHealth(e, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON) * 2);
+ WaypointSprite_UpdateHealth(e, '1 0 0' * healtharmor_maxdamage(carrier.health, carrier.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
}
return e;
}