* 17: throw weapon\r
* 18: next weapon according to sbar_hudselector 1 list\r
* 19: previous weapon according to sbar_hudselector 1 list\r
+ * 20: reload if needed\r
*\r
* 30 to 39: create waypoints\r
* 47: clear personal waypoints\r
case 19:\r
W_PreviousWeapon (1);\r
break;\r
+ case 20:\r
+ W_TriggerReload ();\r
+ break;\r
}\r
}\r
else\r
wp = WaypointSprite_DeployPersonal("waypoint", self.origin);\r
if(wp)\r
{\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_WAYPOINT, '0 1 1');\r
WaypointSprite_Ping(wp);\r
}\r
sprint(self, "personal waypoint spawned at location\n");\r
wp = WaypointSprite_DeployPersonal("waypoint", trace_endpos);\r
if(wp)\r
{\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_WAYPOINT, '0 1 1');\r
WaypointSprite_Ping(wp);\r
}\r
sprint(self, "personal waypoint spawned at crosshair\n");\r
wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin);\r
if(wp)\r
{\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_WAYPOINT, '0 1 1');\r
WaypointSprite_Ping(wp);\r
}\r
sprint(self, "personal waypoint spawned at death location\n");\r
{\r
wp = WaypointSprite_Attach("helpme", TRUE);\r
if(wp)\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_HELPME, '1 0.5 0'); // TODO choose better color\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_HELPME, '1 0.5 0'); // TODO choose better color\r
if(!wp)\r
wp = self.waypointsprite_attachedforcarrier; // flag sprite?\r
if(wp)\r
wp = WaypointSprite_DeployFixed("here", FALSE, self.origin);\r
if(wp)\r
{\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_HERE, '0 1 0');\r
WaypointSprite_Ping(wp);\r
}\r
sprint(self, "HERE spawned at location\n");\r
wp = WaypointSprite_DeployFixed("here", FALSE, trace_endpos);\r
if(wp)\r
{\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_HERE, '0 1 0');\r
WaypointSprite_Ping(wp);\r
}\r
sprint(self, "HERE spawned at crosshair\n");\r
wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin);\r
if(wp)\r
{\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_HERE, '0 1 0');\r
WaypointSprite_Ping(wp);\r
}\r
sprint(self, "HERE spawned at death location\n");\r
wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin);\r
if(wp)\r
{\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_DANGER, '1 0.5 0');\r
WaypointSprite_Ping(wp);\r
}\r
sprint(self, "DANGER spawned at location\n");\r
wp = WaypointSprite_DeployFixed("danger", FALSE, trace_endpos);\r
if(wp)\r
{\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_DANGER, '1 0.5 0');\r
WaypointSprite_Ping(wp);\r
}\r
sprint(self, "DANGER spawned at crosshair\n");\r
wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin);\r
if(wp)\r
{\r
- WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');\r
+ WaypointSprite_UpdateRadar(wp, RADARICON_DANGER, '1 0.5 0');\r
WaypointSprite_Ping(wp);\r
}\r
sprint(self, "DANGER spawned at death location\n");\r