// we want to be onscreen
if(o.x < 0)
- o_x = 0;
+ o.x = 0;
if(o.y < 0)
- o_y = 0;
+ o.y = 0;
if(o.x > vid_conwidth - w)
- o_x = vid_conwidth - w;
+ o.x = vid_conwidth - w;
if(o.y > vid_conheight - h)
- o_x = vid_conheight - h;
+ o.x = vid_conheight - h;
o.x += 0.5 * (w - sw);
{
rgb = fixrgbexcess_move(rgb, '0 1 0', '0 0 1');
if(rgb.z > 1)
- rgb_z = 1;
+ rgb.z = 1;
}
else if(rgb.z > 1)
{
rgb = fixrgbexcess_move(rgb, '0 0 1', '0 1 0');
if(rgb.y > 1)
- rgb_y = 1;
+ rgb.y = 1;
}
}
else if(rgb.y > 1)
{
rgb = fixrgbexcess_move(rgb, '1 0 0', '0 0 1');
if(rgb.z > 1)
- rgb_z = 1;
+ rgb.z = 1;
}
else if(rgb.z > 1)
{
rgb = fixrgbexcess_move(rgb, '0 0 1', '1 0 0');
if(rgb.x > 1)
- rgb_x = 1;
+ rgb.x = 1;
}
}
else if(rgb.z > 1)
{
rgb = fixrgbexcess_move(rgb, '1 0 0', '0 1 0');
if(rgb.y > 1)
- rgb_y = 1;
+ rgb.y = 1;
}
else if(rgb.y > 1)
{
rgb = fixrgbexcess_move(rgb, '0 1 0', '1 0 0');
if(rgb.x > 1)
- rgb_x = 1;
+ rgb.x = 1;
}
}
return rgb;
ang = atan2(-d.x, -d.y);
#endif
}
- o_z = 0;
+ o.z = 0;
float edgedistance_min, crosshairdistance;
edgedistance_min = min((o.y - (vid_conheight * waypointsprite_edgeoffset_top)),