1 #include "shownames.qh"
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "resources.qh"
8 #include <common/ent_cs.qh>
9 #include <common/constants.qh>
10 #include <common/net_linked.qh>
11 #include <common/mapinfo.qh>
12 #include <common/teams.qh>
14 #include <lib/csqcmodel/cl_model.qh>
16 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
17 // this.origin = player origin
20 // this.sameteam = player is on same team as local client
21 // this.fadedelay = time to wait before name tag starts fading in for enemies
22 // this.pointtime = last time you pointed at this player
23 // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
25 LinkedList shownames_ent;
26 STATIC_INIT(shownames_ent)
28 shownames_ent = LL_NEW();
29 for (int i = 0; i < maxclients; ++i)
31 entity e = new_pure(shownames_tag);
33 LL_PUSH(shownames_ent, e);
37 const float SHOWNAMES_FADESPEED = 4;
38 const float SHOWNAMES_FADEDELAY = 0.4;
39 void Draw_ShowNames(entity this)
41 if (this.sv_entnum == current_player + 1) // self or spectatee
43 if (!autocvar_chase_active)
46 if (!autocvar_hud_shownames_self
47 && !(spectatee_status > 0 && time <= spectatee_status_changed_time + 1))
53 if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
55 if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
61 traceline(view_origin, this.origin, MOVE_NORMAL, this);
62 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
66 vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
67 if (autocvar_hud_shownames_crosshairdistance)
69 float d = autocvar_hud_shownames_crosshairdistance;
70 float w = o.x - vid_conwidth / 2;
71 float h = o.y - vid_conheight / 2;
72 if (d * d > w * w + h * h) this.pointtime = time;
73 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
75 else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
79 if (overlap == -1 && autocvar_hud_shownames_antioverlap)
81 // fade tag out if another tag that is closer to you overlaps
83 LL_EACH(shownames_ent, it != this, {
84 entcs = entcs_receiver(i);
85 if (!(entcs && entcs.has_sv_origin))
87 vector eo = project_3d_to_2d(it.origin);
88 if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
90 if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
91 && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
98 bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
99 if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
100 if (this.csqcmodel_isdead) // dead player, fade out slowly
102 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
104 else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
106 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
107 this.fadedelay = 0; // reset fade in delay, enemy has left the view
109 else if (overlap > 0) // tag overlap detected, fade out
111 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
113 else if (this.sameteam) // fade in for team mates
115 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
117 else if (time > this.fadedelay) // fade in for enemies
119 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
121 float a = autocvar_hud_shownames_alpha * this.alpha;
122 // multiply by player alpha
123 if (!this.sameteam || (this.sv_entnum == player_localentnum))
125 float f = entcs_GetAlpha(this.sv_entnum - 1);
128 // FIXME: alpha is negative when dead, breaking death fade
129 if (!this.csqcmodel_isdead) a *= f;
131 if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
132 if (vdist(this.origin - view_origin, >=, max_shot_distance)) return;
133 float dist = vlen(this.origin - view_origin);
134 if (autocvar_hud_shownames_maxdistance)
136 if (dist >= autocvar_hud_shownames_maxdistance) return;
137 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
138 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
142 if (autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
144 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
145 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
147 // draw the sprite image
151 vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
152 vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
156 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
157 myPos.y += (mySize.y / resize - mySize.y);
158 // this is where the origin of the string
159 vector namepos = myPos;
160 float namewidth = mySize.x;
161 if (autocvar_hud_shownames_status && this.sameteam)
163 vector pos = namepos + eY * autocvar_hud_shownames_fontsize * resize;
164 vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
165 if (this.healthvalue > 0)
167 HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
168 this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
171 if (GetResourceAmount(this, RESOURCE_ARMOR) > 0)
173 HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
174 GetResourceAmount(this, RESOURCE_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
178 string s = entcs_GetName(this.sv_entnum - 1);
179 if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
180 || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1));
181 drawfontscale = '1 1 0' * resize;
182 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
183 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
184 if (width != namewidth) namepos.x += (namewidth - width) / 2;
185 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
186 drawfontscale = '1 1 0';
190 void Draw_ShowNames_All()
192 if (!autocvar_hud_shownames) return;
193 LL_EACH(shownames_ent, true, {
194 entity entcs = entcs_receiver(i);
201 assert(getthink(entcs), eprint(entcs));
202 getthink(entcs)(entcs);
203 if (!entcs.has_origin) continue;
204 if (entcs.m_entcs_private)
206 it.healthvalue = entcs.healthvalue;
207 SetResourceAmountExplicit(it, RESOURCE_ARMOR, GetResourceAmount(entcs, RESOURCE_ARMOR));
213 SetResourceAmountExplicit(it, RESOURCE_ARMOR, 0);
216 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
217 if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
218 it.csqcmodel_isdead = dead;