void Draw_WaypointSprite(entity this)
{
if (this.lifetime > 0)
- this.alpha = EXP(bound(0, (this.fadetime - time) / this.lifetime, 1), waypointsprite_timealphaexponent);
+ this.alpha = POW(bound(0, (this.fadetime - time) / this.lifetime, 1), waypointsprite_timealphaexponent);
else
this.alpha = 1;
float a = this.alpha * autocvar_hud_panel_fg_alpha;
if (this.maxdistance > waypointsprite_normdistance)
- a *= EXP(bound(0, (this.maxdistance - dist) / (this.maxdistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent);
+ a *= POW(bound(0, (this.maxdistance - dist) / (this.maxdistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent);
else if (this.maxdistance > 0)
- a *= EXP(bound(0, (waypointsprite_fadedistance - dist) / (waypointsprite_fadedistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent) * (1 - waypointsprite_minalpha) + waypointsprite_minalpha;
+ a *= POW(bound(0, (waypointsprite_fadedistance - dist) / (waypointsprite_fadedistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent) * (1 - waypointsprite_minalpha) + waypointsprite_minalpha;
vector rgb = spritelookupcolor(this, spriteimage, this.teamradar_color);
if (rgb == '0 0 0')
(vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right)) - o.x,
(vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)) - o.y);
- float crosshairdistance = sqrt(EXP((o.x - vid_conwidth/2), 2) + EXP((o.y - vid_conheight/2), 2) );
+ float crosshairdistance = sqrt(POW((o.x - vid_conwidth/2), 2) + POW((o.y - vid_conheight/2), 2) );
t = waypointsprite_scale;
a *= waypointsprite_alpha;