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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:32:56 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:07 +0000
commit59e146a1be41322a8164b271ffc76396fce3e08b (patch)
tree3677d789541a06a7f582811ef6d817b32b2191c8 /src/cgame/cg_draw.c
parent616f10757836ab8d9ed5cca166667f286d3c2d6e (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.c8
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;