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 crosshairdistance = sqrt( pow(o.x - vid_conwidth/2, 2) + pow(o.y - vid_conheight/2, 2) );
- float t = waypointsprite_scale;
+ t = waypointsprite_scale;
a *= waypointsprite_alpha;
{
return;
float dist = vlen(this.origin - view_origin);
+ float t = (entcs_GetTeam(player_localnum) + 1);
vector o;
string txt;
if(autocvar_cl_vehicles_hud_tactical)
- if(dist < 10240 && (myteam + 1 != this.team))
+ if(dist < 10240 && t != this.team)
{
// TODO: Vehicle tactical hud
o = project_3d_to_2d(this.origin + '0 0 32');
else
txt = spritelookuptext(this, spriteimage);
- if(time - floor(time) > 0.5 && (myteam + 1 == this.team))
+ if(time - floor(time) > 0.5 && t == this.team)
{
if(this.helpme && time < this.helpme)
{
float crosshairdistance = sqrt( pow(o.x - vid_conwidth/2, 2) + pow(o.y - vid_conheight/2, 2) );
- float t = waypointsprite_scale;
+ t = waypointsprite_scale;
a *= waypointsprite_alpha;
{