e.SendFlags |= 32;
}
+.float waypointsprite_pingtime;
void WaypointSprite_Ping(entity e)
{
+ // anti spam
+ if(time < e.waypointsprite_pingtime)
+ return;
+ e.waypointsprite_pingtime = time + 0.3;
// ALWAYS sends (this causes a radar circle), thus no check
e.cnt |= 0x80;
e.SendFlags |= 32;
)
{
float t, maxdistance;
- if(teams_matter)
+ if(teamplay)
t = self.team;
else
t = 0;
float t, maxdistance;
if(self.waypointsprite_attachedforcarrier)
return world; // can't attach to FC
- if(teams_matter)
+ if(teamplay)
t = self.team;
else
t = 0;