(vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right)) - o_x,
(vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)) - o_y);
- float crosshairdistance = sqrt( (o.x - vid_conwidth/2 ** 2) + (o.y - vid_conheight/2 ** 2) );
+ float crosshairdistance = sqrt( ((o.x - vid_conwidth/2) ** 2) + ((o.y - vid_conheight/2) ** 2) );
t = waypointsprite_scale;
a *= waypointsprite_alpha;