#else
if(ent.sv_entnum == player_localentnum) // ent is me or person i'm spectating
#endif
- if not (autocvar_hud_shownames_self && autocvar_chase_active)
+ if(!(autocvar_hud_shownames_self && autocvar_chase_active))
return;
makevectors(view_angles);
}
// handle tag fading
- float overlap, onscreen, crosshairdistance;
+ float overlap = FALSE, onscreen, crosshairdistance;
vector o, eo;
o = project_3d_to_2d(ent.origin);
if(e == ent)
continue;
eo = project_3d_to_2d(e.origin);
- if not(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight)
+ if (!(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight))
{
eo_z = 0;
if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
if(autocvar_hud_shownames_crosshairdistance > crosshairdistance)
ent.pointtime = time;
- if not(ent.pointtime + autocvar_hud_shownames_crosshairdistance_time > time)
+ if (!(ent.pointtime + autocvar_hud_shownames_crosshairdistance_time > time))
overlap = TRUE;
else
overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : FALSE); // override what antioverlap says unless allowed by cvar.
{
float t;
t = GetPlayerColor(i);
- if(t == COLOR_SPECTATOR)
+ if(t == NUM_SPECTATOR)
continue;
entity e;
e.sameteam = 0;
}
- e.origin = getplayerorigin(i);
+ setorigin(e, getplayerorigin(i));
if(e.origin == GETPLAYERORIGIN_ERROR)
continue;