// returns location of sprite healthbar
vector drawspritetext(vector o, float ang, float minwidth, vector rgb, float a, vector fontsize, string s);
-float spritelookupblinkvalue(string s);
+float spritelookupblinkvalue(entity this, string s);
vector spritelookupcolor(entity this, string s, vector def);
-string spritelookuptext(string s);
+string spritelookuptext(entity this, string s);
vector fixrgbexcess_move(vector rgb, vector src, vector dst);
vector fixrgbexcess(vector rgb);
// they are drawn using a .draw function
-void Ent_RemoveWaypointSprite();
+void Ent_RemoveWaypointSprite(entity this);
-void Ent_WaypointSprite();
+void Ent_WaypointSprite(entity this);
void WaypointSprite_Load_Frames(string ext);
.string model2;
.string model3;
-.float(entity) waypointsprite_visible_for_player;
+.bool(entity, entity, entity) waypointsprite_visible_for_player;
void WaypointSprite_UpdateSprites(entity e, entity m1, entity m2, entity m3);
void WaypointSprite_Disown(entity wp, float fadetime);
-void WaypointSprite_Think();
+void WaypointSprite_Think(entity this);
-float WaypointSprite_visible_for_player(entity e);
+bool WaypointSprite_visible_for_player(entity this, entity player, entity view);
entity WaypointSprite_getviewentity(entity e);
void WaypointSprite_ClearOwned();
-void WaypointSprite_PlayerDead();
+void WaypointSprite_PlayerDead(entity this);
void WaypointSprite_PlayerGone();
#endif