void Draw_WaypointSprite(entity this)
{
if (this.lifetime > 0)
- this.alpha = pow(bound(0, (this.fadetime - time) / this.lifetime, 1), waypointsprite_timealphaexponent);
+ this.alpha = (bound(0, (this.fadetime - time) / this.lifetime, 1) ** waypointsprite_timealphaexponent);
else
this.alpha = 1;
InterpolateOrigin_Do(this);
+ float t = entcs_GetTeam(player_localnum) + 1;
string spriteimage = "";
// choose the sprite
switch (this.rule)
{
case SPRITERULE_SPECTATOR:
- float t = entcs_GetTeam(player_localnum) + 1;
if (!(
(autocvar_g_waypointsprite_itemstime == 1 && t == NUM_SPECTATOR + 1)
|| (autocvar_g_waypointsprite_itemstime == 2 && (t == NUM_SPECTATOR + 1 || warmup_stage || STAT(ITEMSTIME) == 2))
case SPRITERULE_DEFAULT:
if (this.team)
{
- if (this.team == myteam + 1)
+ if (this.team == t)
spriteimage = this.netname;
else
spriteimage = "";
spriteimage = this.netname;
break;
case SPRITERULE_TEAMPLAY:
- if (myteam == NUM_SPECTATOR)
+ if (t == NUM_SPECTATOR + 1)
spriteimage = this.netname3;
- else if (this.team == myteam + 1)
+ else if (this.team == t)
spriteimage = this.netname2;
else
spriteimage = this.netname;
float a = this.alpha * autocvar_hud_panel_fg_alpha;
if (this.maxdistance > waypointsprite_normdistance)
- a *= pow(bound(0, (this.maxdistance - dist) / (this.maxdistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent);
+ a *= (bound(0, (this.maxdistance - dist) / (this.maxdistance - waypointsprite_normdistance), 1) ** waypointsprite_distancealphaexponent);
else if (this.maxdistance > 0)
- a *= pow(bound(0, (waypointsprite_fadedistance - dist) / (waypointsprite_fadedistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent) * (1 - waypointsprite_minalpha) + waypointsprite_minalpha;
+ a *= (bound(0, (waypointsprite_fadedistance - dist) / (waypointsprite_fadedistance - waypointsprite_normdistance), 1) ** waypointsprite_distancealphaexponent) * (1 - waypointsprite_minalpha) + waypointsprite_minalpha;
vector rgb = spritelookupcolor(this, spriteimage, this.teamradar_color);
if (rgb == '0 0 0')
(vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right)) - o.x,
(vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)) - o.y);
- float crosshairdistance = sqrt( pow(o.x - vid_conwidth/2, 2) + pow(o.y - vid_conheight/2, 2) );
+ float crosshairdistance = sqrt( ((o.x - vid_conwidth/2) ** 2) + ((o.y - vid_conheight/2) ** 2) );
- float t = waypointsprite_scale;
+ t = waypointsprite_scale;
a *= waypointsprite_alpha;
{