void WaypointSprite_Init()
{
- waypointsprite_limitedrange = autocvar_g_waypointsprite_limitedrange;
- waypointsprite_deployed_lifetime = autocvar_g_waypointsprite_deployed_lifetime;
- waypointsprite_deadlifetime = autocvar_g_waypointsprite_deadlifetime;
+ waypointsprite_limitedrange = autocvar_sv_waypointsprite_limitedrange;
+ waypointsprite_deployed_lifetime = autocvar_sv_waypointsprite_deployed_lifetime;
+ waypointsprite_deadlifetime = autocvar_sv_waypointsprite_deadlifetime;
}
void WaypointSprite_InitClient(entity e)
{
{
if(self.team != e.team)
return FALSE;
- if(e.classname != "player")
+ if not(IS_PLAYER(e))
return FALSE;
}
entity WaypointSprite_getviewentity(entity e)
{
- if(e.classname == "spectator")
+ if(IS_SPEC(e))
e = e.enemy;
/* TODO idea (check this breaks nothing)
else if(e.classname == "observer")
entity e;
e = WaypointSprite_getviewentity(other);
- // as a GENERAL rule:
- // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
- // but only apply this to real players, not to spectators
- if(g_minstagib && (self.owner.items & IT_STRENGTH) && (e == other))
- {
- if(!WaypointSprite_isteammate(self.owner, e))
- return FALSE;
- }
+ if(MUTATOR_CALLHOOK(CustomizeWaypoint))
+ return FALSE;
return self.waypointsprite_visible_for_player(e);
}