return TRUE;
}
+entity WaypointSprite_getviewentity(entity e)
+{
+ if(e.classname == "spectator")
+ e = e.enemy;
+ /* TODO idea (check this breaks nothing)
+ else if(e.classname == "observer")
+ e = world;
+ */
+ return e;
+}
+
+float WaypointSprite_isteammate(entity e, entity e2)
+{
+ if(teamplay)
+ {
+ if(e2.team != e.team)
+ return FALSE;
+ }
+ else
+ {
+ if(e2 != e)
+ return FALSE;
+ }
+ return TRUE;
+}
+
float WaypointSprite_Customize()
{
// this is not in SendEntity because it shall run every frame, not just every update
// make spectators see what the player would see
entity e;
- e = other;
- if(e.classname == "spectator")
- e = e.enemy;
+ 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(teamplay)
- {
- if(self.owner.team != e.team)
- return FALSE;
- }
- else
- {
- if(self.owner != e)
- return FALSE;
- }
+ if(!WaypointSprite_isteammate(self.owner, e))
+ return FALSE;
}
return self.waypointsprite_visible_for_player(e);
WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
- dt = (self.waypointsprite_helpmetime - time) / 0.1;
- if(dt < 0 || (teamplay && self.owner && self.owner.team != to.team)) // don't tell enemies about "HELP ME" (FIXME clean this up to handle spectating/observing well too)
- dt = 0;
- if(dt > 255)
- dt = 255;
- WriteByte(MSG_ENTITY, dt);
+ if(WaypointSprite_isteammate(self.owner, WaypointSprite_getviewentity(to)))
+ {
+ dt = (self.waypointsprite_helpmetime - time) / 0.1;
+ if(dt < 0)
+ dt = 0;
+ if(dt > 255)
+ dt = 255;
+ WriteByte(MSG_ENTITY, dt);
+ }
+ else
+ WriteByte(MSG_ENTITY, 0);
}
return TRUE;