vector drawspritetext(vector o, float ang, float minwidth, vector rgb, float a, vector fontsize, string s);
float spritelookupblinkvalue(string s);
-vector spritelookupcolor(string s, vector def);
+vector spritelookupcolor(entity this, string s, vector def);
string spritelookuptext(string s);
vector fixrgbexcess_move(vector rgb, vector src, vector dst);
void WaypointSprite_UpdateRule(entity e, float t, float r);
-void WaypointSprite_UpdateTeamRadar(entity e, float icon, vector col);
+void WaypointSprite_UpdateTeamRadar(entity e, entity icon, vector col);
.float waypointsprite_pingtime;
.float waypointsprite_helpmetime;
entity showto, float t, // show to whom? Use a flag to indicate a team
entity own, .entity ownfield, // remove when own gets killed
float hideable, // true when it should be controlled by cl_hidewaypoints
- float icon // initial icon
+ entity icon // initial icon
);
entity WaypointSprite_SpawnFixed(
vector ofs,
entity own,
.entity ownfield,
- float icon // initial icon
+ entity icon // initial icon
);
.entity waypointsprite_deployed_fixed;
entity spr,
float limited_range,
vector ofs,
- float icon // initial icon
+ entity icon // initial icon
);
.entity waypointsprite_deployed_personal;
entity WaypointSprite_DeployPersonal(
entity spr,
vector ofs,
- float icon // initial icon
+ entity icon // initial icon
);
.entity waypointsprite_attached;
entity WaypointSprite_Attach(
entity spr,
float limited_range,
- float icon // initial icon
+ entity icon // initial icon
);
entity WaypointSprite_AttachCarrier(
entity spr,
entity carrier,
- float icon // initial icon
+ entity icon // initial icon
);
void WaypointSprite_DetachCarrier(entity carrier);