entityclass(TeamRadar);
// to make entities have dots on the team radar
-class(TeamRadar) .float teamradar_icon;
-class(TeamRadar) .float teamradar_times[MAX_TEAMRADAR_TIMES];
-class(TeamRadar) .int teamradar_time_index;
-class(TeamRadar) .vector teamradar_color;
-
-float teamradar_angle; // player yaw angle
-vector teamradar_origin3d_in_texcoord; // player origin
-vector teamradar_origin2d; // 2D origin
-vector teamradar_size2d; // 2D size
+class(TeamRadar).float teamradar_icon;
+class(TeamRadar).float teamradar_times[MAX_TEAMRADAR_TIMES];
+class(TeamRadar).int teamradar_time_index;
+class(TeamRadar).vector teamradar_color;
+
+float teamradar_angle; // player yaw angle
+vector teamradar_origin3d_in_texcoord; // player origin
+vector teamradar_origin2d; // 2D origin
+vector teamradar_size2d; // 2D size
vector teamradar_extraclip_mins, teamradar_extraclip_maxs; // for non-centered radar display
-float teamradar_size; // 2D scale factor
+float teamradar_size; // 2D scale factor
float v_flipped;
-float hud_panel_radar_scale; // window size = ...qu
+float hud_panel_radar_scale; // window size = ...qu
float hud_panel_radar_foreground_alpha;
float hud_panel_radar_rotation;
vector hud_panel_radar_size;
vector teamradar_texcoord_to_2dcoord(vector in);
-vector teamradar_texcoord_to_3dcoord(vector in,float oz);
+vector teamradar_texcoord_to_3dcoord(vector in, float oz);
void draw_teamradar_background(float fg);