// FIXME: alpha is negative when dead, breaking death fade
if (!this.csqcmodel_isdead) a *= f;
}
- if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
+ if (a < ALPHA_MIN_VISIBLE && ISGAMETYPE(CTS)) return;
if (vdist(this.origin - view_origin, >=, max_shot_distance)) return;
float dist = vlen(this.origin - view_origin);
if (autocvar_hud_shownames_maxdistance)
{
vector pos = namepos + eY * autocvar_hud_shownames_fontsize * resize;
vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
+ if (autocvar_hud_shownames_statusbar_highlight)
+ drawfill(pos + eX * 0.25 * mySize.x, sz, '0.7 0.7 0.7', a / 2, DRAWFLAG_NORMAL);
if (this.healthvalue > 0)
{
HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
if (entcs.m_entcs_private)
{
it.healthvalue = entcs.healthvalue;
- SetResourceAmountExplicit(it, RESOURCE_ARMOR, GetResourceAmount(entcs, RESOURCE_ARMOR));
+ SetResourceAmount(it, RESOURCE_ARMOR, GetResourceAmount(entcs, RESOURCE_ARMOR));
it.sameteam = true;
}
else
{
it.healthvalue = 0;
- SetResourceAmountExplicit(it, RESOURCE_ARMOR, 0);
+ SetResourceAmount(it, RESOURCE_ARMOR, 0);
it.sameteam = false;
}
bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);