diff options
author | Michael Levin <risujin@fastmail.fm> | 2009-10-03 11:32:56 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:15:07 +0000 |
commit | 59e146a1be41322a8164b271ffc76396fce3e08b (patch) | |
tree | 3677d789541a06a7f582811ef6d817b32b2191c8 /src/cgame/cg_draw.c | |
parent | 616f10757836ab8d9ed5cca166667f286d3c2d6e (diff) |
* A new (256x256) version of Garoth's creep texture
* Hooray for physics! 0 = (k v_i)^2 + 2ad --> k^2 v_i^2 / 2a = d, i.e. the minijump scale is sqrt(1/2) for a half-jump
* Oops, forgot to store/restore computed origin for cached buildable cap-traces
* Seeing multiple marked players will not mess up the marker orientations anymore
* Fixed warnings and increased range of squad marking to player crosshair distance
Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r-- | src/cgame/cg_draw.c | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 051a091b..3687e195 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -2274,11 +2274,11 @@ CG_DrawSquadMarkers static void CG_DrawSquadMarkers( vec4_t color ) { centity_t *cent; - vec3_t origin, maxs; + vec3_t origin; qhandle_t shader; float x, y, w, h, distance, scale, u1 = 0.0f, v1 = 0.0f, u2 = 1.0f, v2 = 1.0f; - int i, class; - qboolean vertical = qfalse, flip = qfalse; + int i; + qboolean vertical, flip; if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) return; @@ -2313,6 +2313,8 @@ static void CG_DrawSquadMarkers( vec4_t color ) scale = 0.25f; // Don't let the marker go off-screen + vertical = qfalse; + flip = qfalse; if( x < SQUAD_MARKER_BORDER ) { x = SQUAD_MARKER_BORDER; |