In our mod we draw several things over a players head depending on if they're a teammate, disguised, calling for a medic or engy, etc...
In your client side player class DrawModel function (ours is in c_ff_player.cpp -> C_FFPlayer::DrawModel) we have something like: // No point putting these on self even in 3rd person mode if( IsLocalPlayer() && !ShouldDraw() ) return; C_FFPlayer *pPlayer = GetLocalFFPlayer(); if( pPlayer->IsObserver() || !pPlayer->IsAlive() ) return; float flOffset = 0.0f; [<removed>... Some condition code for this drawing ...</removed>] IMaterial *pMaterial = materials->FindMaterial( "sprites/ff_sprite_teammate", TEXTURE_GROUP_CLIENT_EFFECTS ); if( pMaterial ) { materials->Bind( pMaterial ); // These items get team colored... Color clr = Color( 255, 255, 255, 255 ); [<removed>... Code to determine actual color to use, fallbacks to white if no color chosen ...</removed>] color32 c = { clr.r(), clr.g(), clr.b(), 255 }; DrawSprite( Vector( GetAbsOrigin().x, GetAbsOrigin().y, EyePosition().z + 16.0f ), 15.0f, 15.0f, c ); // Increment offset for next image to 'stack' on top of this one if its deemed there's another one to draw flOffset += 16.0f; } [<removed>... Some more icon drawing ...</removed>] Then at the beginning of that file (or somewhere in a file included from that file) you need to do something like: CLIENTEFFECT_REGISTER_BEGIN( PrecacheTeamMate ) CLIENTEFFECT_MATERIAL( "sprites/ff_sprite_teammate" ) CLIENTEFFECT_REGISTER_END() Then of course you have to create the texture sprites/ff_sprite_teammate correctly with whatever flags - one of our art guys made it so I'm no help w/ the texture creation. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders