#include "waypointsprites.qh"
-#ifdef IMPLEMENTATION
-
REGISTER_MUTATOR(waypointsprites, true);
REGISTER_NET_LINKED(waypointsprites)
sendflags |= 0x80;
int f = 0;
- if(this.currentammo)
+ if(this.currentammo == 1)
f |= 1; // hideable
if(this.exteriormodeltoclient == to)
f |= 2; // my own
+ if(this.currentammo == 2)
+ f |= 2; // radar only
MUTATOR_CALLHOOK(SendWaypoint, this, to, sendflags, f);
sendflags = M_ARGV(2, int);
// rotate them, and make them absolute
rot = -rot; // rotate by the opposite angle, as our coordinate system is reversed
- v1 = rotate(v1, rot) + org;
- v2 = rotate(v2, rot) + org;
- v3 = rotate(v3, rot) + org;
- v4 = rotate(v4, rot) + org;
+ v1 = Rotate(v1, rot) + org;
+ v2 = Rotate(v2, rot) + org;
+ v3 = Rotate(v3, rot) + org;
+ v4 = Rotate(v4, rot) + org;
// draw them
R_BeginPolygon(pic, f);
up = '0 1 0';
rot = -rot; // rotate by the opposite angle, as our coordinate system is reversed
- o = rotate(o, rot) + org;
- ri = rotate(ri, rot);
- up = rotate(up, rot);
+ o = Rotate(o, rot) + org;
+ ri = Rotate(ri, rot);
+ up = Rotate(up, rot);
owidth = width + 2 * border;
o = o - up * (margin + border + theheight) + ri * (sz.x - owidth) * 0.5;
R_BeginPolygon("", DRAWFLAG_NORMAL);
R_PolygonVertex(o, '0 0 0', '0 0 0', a);
- R_PolygonVertex(o + rotate(arrowY - borderX, ang), '0 0 0', '0 0 0', a);
- R_PolygonVertex(o + rotate(borderY - borderX, ang), '0 0 0', '0 0 0', a);
- R_PolygonVertex(o + rotate(borderY + borderX, ang), '0 0 0', '0 0 0', a);
- R_PolygonVertex(o + rotate(arrowY + borderX, ang), '0 0 0', '0 0 0', a);
+ R_PolygonVertex(o + Rotate(arrowY - borderX, ang), '0 0 0', '0 0 0', a);
+ R_PolygonVertex(o + Rotate(borderY - borderX, ang), '0 0 0', '0 0 0', a);
+ R_PolygonVertex(o + Rotate(borderY + borderX, ang), '0 0 0', '0 0 0', a);
+ R_PolygonVertex(o + Rotate(arrowY + borderX, ang), '0 0 0', '0 0 0', a);
R_EndPolygon();
R_BeginPolygon("", DRAWFLAG_ADDITIVE);
- R_PolygonVertex(o + rotate(eY * borderDiag, ang), '0 0 0', rgb, a);
- R_PolygonVertex(o + rotate(arrowY - arrowX, ang), '0 0 0', rgb, a);
- R_PolygonVertex(o + rotate(arrowY + arrowX, ang), '0 0 0', rgb, a);
+ R_PolygonVertex(o + Rotate(eY * borderDiag, ang), '0 0 0', rgb, a);
+ R_PolygonVertex(o + Rotate(arrowY - arrowX, ang), '0 0 0', rgb, a);
+ R_PolygonVertex(o + Rotate(arrowY + arrowX, ang), '0 0 0', rgb, a);
R_EndPolygon();
- return o + rotate(eY * (borderDiag+size+margin), ang);
+ return o + Rotate(eY * (borderDiag+size+margin), ang);
}
// returns location of sprite healthbar
InterpolateOrigin_Do(this);
- float t = entcs_GetTeam(player_localnum) + 1;
string spriteimage = "";
// choose the sprite
switch (this.rule)
{
case SPRITERULE_SPECTATOR:
+ float t = entcs_GetTeam(player_localnum) + 1;
if (!(
(autocvar_g_waypointsprite_itemstime == 1 && t == NUM_SPECTATOR + 1)
|| (autocvar_g_waypointsprite_itemstime == 2 && (t == NUM_SPECTATOR + 1 || warmup_stage || STAT(ITEMSTIME) == 2))
case SPRITERULE_DEFAULT:
if (this.team)
{
- if (this.team == t)
+ if (this.team == myteam + 1)
spriteimage = this.netname;
else
spriteimage = "";
spriteimage = this.netname;
break;
case SPRITERULE_TEAMPLAY:
- if (t == NUM_SPECTATOR + 1)
+ if (myteam == NUM_SPECTATOR)
spriteimage = this.netname3;
- else if (this.team == t)
+ else if (this.team == myteam + 1)
spriteimage = this.netname2;
else
spriteimage = this.netname;
(vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right)) - o.x,
(vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)) - o.y);
- float vidscale = max(vid_conwidth / vid_width, vid_conheight / vid_height);
-
float crosshairdistance = sqrt( pow(o.x - vid_conwidth/2, 2) + pow(o.y - vid_conheight/2, 2) );
- t = waypointsprite_scale * vidscale;
+ float t = waypointsprite_scale;
a *= waypointsprite_alpha;
{
WaypointSprite_DetachCarrier(this);
}
#endif
-#endif