float spritelookupblinkvalue(string s)
{
+ if(substring(s, 0, 4) == "wpn-")
+ if(get_weaponinfo(stof(substring(s, 4, strlen(s)))).spawnflags & WEP_FLAG_SUPERWEAPON)
+ return 2;
+
switch(s)
{
case "ons-cp-atck-neut": return 2;
case "ons-cp-atck-blue": return 2;
case "ons-cp-dfnd-red": return 0.5;
case "ons-cp-dfnd-blue": return 0.5;
+ case "item_health_mega": return 2;
+ case "item_armor_large": return 2;
case "item-invis": return 2;
case "item-extralife": return 2;
case "item-speed": return 2;
string spritelookuptext(string s)
{
if(substring(s, 0, 4) == "wpn-") { return (get_weaponinfo(stof(substring(s, 4, strlen(s)))).message); }
- if(substring(s, 0, 5) == "buff-") { return Buff_PrettyName(Buff_Type_FromSprite(s)); }
+ if (substring(s, 0, 5) == "buff-")
+ {
+ entity buff = BUFF_NULL;
+ FOREACH(BUFFS, it.m_sprite == s, LAMBDA(
+ buff = it;
+ break;
+ ));
+ return buff.m_prettyName;
+ }
switch(s)
{
case "keycarrier-red": return _("Key carrier");
case "keycarrier-yellow": return _("Key carrier");
case "redbase": return _("Red base");
+ case "yellowbase": return _("Yellow base");
+ case "neutralbase": return _("White base");
+ case "pinkbase": return _("Pink base");
case "waypoint": return _("Waypoint");
case "ons-gen-red": return _("Generator");
case "ons-gen-blue": return _("Generator");
case "dom-blue": return _("Control point");
case "dom-yellow": return _("Control point");
case "dom-pink": return _("Control point");
+ case "item_health_mega": return _("Mega health");
+ case "item_armor_large": return _("Large armor");
case "item-invis": return _("Invisibility");
case "item-extralife": return _("Extra life");
case "item-speed": return _("Speed");
case "frozen": return _("Frozen!");
case "tagged-target": return _("Tagged");
case "vehicle": return _("Vehicle");
+ case "intruder": return _("Intruder!");
default: return s;
}
}
// choose the sprite
switch(self.rule)
{
+ case SPRITERULE_SPECTATOR:
+ if(!(
+ (autocvar_g_waypointsprite_itemstime == 1 && t == NUM_SPECTATOR + 1)
+ || (autocvar_g_waypointsprite_itemstime == 2 && (t == NUM_SPECTATOR + 1 || warmup_stage))
+ ))
+ return;
+ spriteimage = self.netname;
+ break;
case SPRITERULE_DEFAULT:
if(self.team)
{
{
if(self.helpme && time < self.helpme)
a *= SPRITE_HELPME_BLINK;
- else
+ else if(!self.lifetime) // fading out waypoints don't blink
a *= spritelookupblinkvalue(spriteimage);
}
a = 1;
}
- if(a <= 0)
+ if(a <= 0.003)
return;
rgb = fixrgbexcess(rgb);