Show to spectators all the waypoints that are shown to spectated players. It fixes...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / cl_turrets.qc
index c21e327d4470655336e6033d1823587c65f6e458..48c6a8798981269b18d83e41c1351f0b23d41640 100644 (file)
@@ -67,13 +67,12 @@ void turret_draw2d(entity this)
                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');
@@ -121,7 +120,7 @@ void turret_draw2d(entity this)
        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)
                {
@@ -163,7 +162,7 @@ void turret_draw2d(entity this)
 
        float crosshairdistance = sqrt( pow(o.x - vid_conwidth/2, 2) + pow(o.y - vid_conheight/2, 2) );
 
-       t = waypointsprite_scale;
+       float t = waypointsprite_scale;
        a *= waypointsprite_alpha;
 
        {