.vector glowmod;
void turret_changeteam(entity this)
{
- this.glowmod = Team_ColorRGB(this.team - 1) * 2;
+ this.glowmod = Team_ColorRGB(this.team - 1);
this.teamradar_color = Team_ColorRGB(this.team - 1);
if(this.team)
if(hud != HUD_NORMAL)
{
if((get_turretinfo(this.m_id)).spawnflags & TUR_FLAG_MOVE)
- txt = "gfx/vehicles/turret_moving.tga";
+ txt = "gfx/vehicles/turret_moving";
else
- txt = "gfx/vehicles/turret_stationary.tga";
+ txt = "gfx/vehicles/turret_stationary";
vector pz = drawgetimagesize(txt) * autocvar_cl_vehicles_crosshair_size;
drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.7, DRAWFLAG_NORMAL);
setorigin(this, this.origin);
_setmodel(this, tur.model);
_setmodel(this.tur_head, tur.head_model);
+ this.solid = SOLID_BBOX; // before setsize so it will be linked to the area grid
+ this.tur_head.solid = SOLID_NOT;
setsize(this, tur.m_mins, tur.m_maxs);
setsize(this.tur_head, '0 0 0', '0 0 0');
set_movetype(this, MOVETYPE_NOCLIP);
this.tur_head.angles = this.angles;
SetResourceExplicit(this, RES_HEALTH, 255);
- this.solid = SOLID_BBOX;
- this.tur_head.solid = SOLID_NOT;
set_movetype(this, MOVETYPE_NOCLIP);
set_movetype(this.tur_head, MOVETYPE_NOCLIP);
this.draw = turret_draw;