1 float cpicon_send(entity to, float sf)
3 WriteByte(MSG_ENTITY, ENT_CLIENT_CONTROLPOINT_ICON);
4 WriteByte(MSG_ENTITY, sf);
7 WriteCoord(MSG_ENTITY, self.origin_x);
8 WriteCoord(MSG_ENTITY, self.origin_y);
9 WriteCoord(MSG_ENTITY, self.origin_z);
11 WriteByte(MSG_ENTITY, self.health);
12 WriteByte(MSG_ENTITY, self.max_health);
13 WriteByte(MSG_ENTITY, self.count);
14 WriteByte(MSG_ENTITY, self.team);
15 WriteByte(MSG_ENTITY, self.owner.iscaptured);
20 WriteByte(MSG_ENTITY, self.team);
23 WriteByte(MSG_ENTITY, 0);
25 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
31 void onslaught_controlpoint_icon_link(entity e, void() spawnproc)
33 Net_LinkEntity(e, TRUE, 0, cpicon_send);
35 e.nextthink = time * sys_frametime;