+#include "cl_turrets.qh"
void turret_remove(entity this)
{
delete(this.tur_head);
return;
float dist = vlen(this.origin - view_origin);
- float t = (entcs_GetTeam(player_localnum) + 1);
vector o;
string txt;
if(autocvar_cl_vehicles_hud_tactical)
- if(dist < 10240 && t != this.team)
+ if(dist < 10240 && (myteam + 1 != this.team))
{
// TODO: Vehicle tactical hud
o = project_3d_to_2d(this.origin + '0 0 32');
else
txt = spritelookuptext(this, spriteimage);
- if(time - floor(time) > 0.5 && t == this.team)
+ if(time - floor(time) > 0.5 && (myteam + 1 == this.team))
{
if(this.helpme && time < this.helpme)
{
o_z = 0;
- float edgedistance_min, crosshairdistance;
- edgedistance_min = min((o_y - (vid_conheight * waypointsprite_edgeoffset_top)),
+ float edgedistance_min = min((o.y - (vid_conheight * waypointsprite_edgeoffset_top)),
(o_x - (vid_conwidth * waypointsprite_edgeoffset_left)),
(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) );
- 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;
{