@@ -64,10+64,10 @@ int autocvar_g_keepawayball_effects;
float autocvar_g_keepawayball_respawntime;
int autocvar_g_keepawayball_trail_color;
float autocvar_g_keepawayball_respawntime;
int autocvar_g_keepawayball_trail_color;
-float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
+bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame
{
{
- if(e.ballcarried)
- if(IS_SPEC(other))
+ if(view.ballcarried)
+ if(IS_SPEC(player))
return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
// TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
// TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
@@ -81,15+81,16 @@ void ka_EventLog(string mode, entity actor) // use an alias for easy changing an