From f92e6145c5315a49c7eaa1c6977e7ecf58be733f Mon Sep 17 00:00:00 2001 From: Mario Date: Sun, 1 Sep 2013 02:24:12 +1000 Subject: [PATCH] Use monster maxs for waypoint height --- qcsrc/common/monsters/cl_monsters.qc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/qcsrc/common/monsters/cl_monsters.qc b/qcsrc/common/monsters/cl_monsters.qc index ff7e9f7ae..40f5e22ac 100644 --- a/qcsrc/common/monsters/cl_monsters.qc +++ b/qcsrc/common/monsters/cl_monsters.qc @@ -46,7 +46,7 @@ void monster_draw2d() if(dist < 10240 && t != self.team) { // TODO: Vehicle tactical hud - o = project_3d_to_2d(self.origin + '0 0 32'); + o = project_3d_to_2d(self.origin + '0 0 1' * (self.maxs_z + 10)); if(o_z < 0 || o_x < (vid_conwidth * waypointsprite_edgeoffset_left) || o_y < (vid_conheight * waypointsprite_edgeoffset_top) @@ -108,7 +108,7 @@ void monster_draw2d() rgb = fixrgbexcess(rgb); - o = project_3d_to_2d(self.origin + '0 0 64'); + o = project_3d_to_2d(self.origin + '0 0 1' * (self.maxs_z + 15)); if(o_z < 0 || o_x < (vid_conwidth * waypointsprite_edgeoffset_left) || o_y < (vid_conheight * waypointsprite_edgeoffset_top) -- 2.39.2