1 #include "sv_controlpoint.qh"
5 bool cpicon_send(entity this, entity to, int sf)
7 WriteHeader(MSG_ENTITY, ENT_CLIENT_CONTROLPOINT_ICON);
8 WriteByte(MSG_ENTITY, sf);
11 WriteCoord(MSG_ENTITY, self.origin_x);
12 WriteCoord(MSG_ENTITY, self.origin_y);
13 WriteCoord(MSG_ENTITY, self.origin_z);
15 WriteByte(MSG_ENTITY, self.health);
16 WriteByte(MSG_ENTITY, self.max_health);
17 WriteByte(MSG_ENTITY, self.count);
18 WriteByte(MSG_ENTITY, self.team);
19 WriteByte(MSG_ENTITY, self.owner.iscaptured);
24 WriteByte(MSG_ENTITY, self.team);
27 WriteByte(MSG_ENTITY, 0);
29 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
35 void onslaught_controlpoint_icon_link(entity e, void() spawnproc)
37 Net_LinkEntity(e, true, 0, cpicon_send);
39 e.nextthink = time * sys_frametime;