precache_model ("models/turrets/head-gib2.md3");
precache_model ("models/turrets/head-gib3.md3");
precache_model ("models/turrets/head-gib4.md3");
- precache_model ("models/turrets/terrainbase.md3");
precache_model ("models/turrets/base.md3");
precache_model ("models/turrets/rocket.md3");
}
|| o.x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
|| o.y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
return; // Dont draw wp's for turrets out of view
- o_z = 0;
+ o.z = 0;
if(hud != HUD_NORMAL)
{
switch(hud)
|| o.y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
return; // Dont draw wp's for turrets out of view
- o_z = 0;
+ o.z = 0;
float edgedistance_min, crosshairdistance;
edgedistance_min = min((o.y - (vid_conheight * waypointsprite_edgeoffset_top)),