class(WaypointSprite) .float build_starthealth;
class(WaypointSprite) .float build_finished;
-bool autocvar_g_waypointsprite_uppercase;
float autocvar_g_waypointsprite_alpha;
float autocvar_g_waypointsprite_crosshairfadealpha;
float autocvar_g_waypointsprite_crosshairfadedistance;
float autocvar_g_waypointsprite_timealphaexponent;
bool autocvar_g_waypointsprite_turrets = true;
float autocvar_g_waypointsprite_turrets_maxdist = 5000;
+bool autocvar_g_waypointsprite_uppercase;
+bool autocvar_g_waypointsprite_text;
+float autocvar_g_waypointsprite_iconsize = 32;
+bool autocvar_g_waypointsprite_iconcolor;
float waypointsprite_fadedistance;
float waypointsprite_normdistance;
vector drawspritearrow(vector o, float ang, vector rgb, float a, float t);
// returns location of sprite healthbar
-vector drawspritetext(vector o, float ang, float minwidth, vector rgb, float a, vector fontsize, string s);
+vector drawsprite_TextOrIcon(bool is_text, vector o, float ang, float minwidth, vector rgb, float a, vector sz, string str);
float spritelookupblinkvalue(entity this, string s);
vector spritelookupcolor(entity this, string s, vector def);