1 #include "shownames.qh"
3 #include <client/autocvars.qh>
4 #include <client/draw.qh>
5 #include <client/hud/_mod.qh>
6 #include <client/resources.qh>
7 #include <client/view.qh>
8 #include <common/constants.qh>
9 #include <common/ent_cs.qh>
10 #include <common/net_linked.qh>
11 #include <common/teams.qh>
12 #include <lib/csqcmodel/cl_model.qh>
14 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
15 // this.origin = player origin
18 // this.sameteam = player is on same team as local client
19 // this.fadedelay = time to wait before name tag starts fading in for enemies
20 // this.pointtime = last time you pointed at this player
21 // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
23 LinkedList shownames_ent;
24 STATIC_INIT(shownames_ent)
26 shownames_ent = LL_NEW();
27 for (int i = 0; i < maxclients; ++i)
29 entity e = new_pure(shownames_tag);
31 LL_PUSH(shownames_ent, e);
35 const float SHOWNAMES_FADESPEED = 4;
36 const float SHOWNAMES_FADEDELAY = 0.4;
37 void Draw_ShowNames(entity this)
39 if (this.sv_entnum == current_player + 1) // self or spectatee
41 if (!autocvar_chase_active)
44 if (!autocvar_hud_shownames_self
45 && !(spectatee_status > 0 && time <= spectatee_status_changed_time + 1))
51 if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
53 if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
59 traceline(view_origin, this.origin, MOVE_NORMAL, this);
60 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
64 vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
65 if (autocvar_hud_shownames_crosshairdistance)
67 float d = autocvar_hud_shownames_crosshairdistance;
68 float w = o.x - vid_conwidth / 2;
69 float h = o.y - vid_conheight / 2;
70 if (d * d > w * w + h * h) this.pointtime = time;
71 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
73 else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
77 if (overlap == -1 && autocvar_hud_shownames_antioverlap)
79 // fade tag out if another tag that is closer to you overlaps
81 LL_EACH(shownames_ent, it != this, {
82 entcs = entcs_receiver(i);
83 if (!(entcs && entcs.has_sv_origin))
85 vector eo = project_3d_to_2d(it.origin);
86 if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
88 if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
89 && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
96 bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
97 if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
98 if (this.csqcmodel_isdead) // dead player, fade out slowly
100 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
102 else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
104 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
105 this.fadedelay = 0; // reset fade in delay, enemy has left the view
107 else if (overlap > 0) // tag overlap detected, fade out
109 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
111 else if (this.sameteam) // fade in for team mates
113 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
115 else if (time > this.fadedelay) // fade in for enemies
117 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
119 float a = autocvar_hud_shownames_alpha * this.alpha;
120 if (!this.sameteam || (this.sv_entnum == player_localentnum))
122 float f = entcs_GetAlpha(this.sv_entnum - 1);
127 if (MUTATOR_CALLHOOK(ShowNames_Draw, this, a)) return;
128 a = M_ARGV(1, float);
129 if (vdist(this.origin - view_origin, >=, max_shot_distance)) return;
130 float dist = vlen(this.origin - view_origin);
131 if (autocvar_hud_shownames_maxdistance)
133 if (dist >= autocvar_hud_shownames_maxdistance) return;
134 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
135 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
139 if (autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
141 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
142 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
144 // draw the sprite image
148 vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
149 vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
153 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
154 myPos.y += (mySize.y / resize - mySize.y);
155 // this is where the origin of the string
156 float namewidth = mySize.x;
157 if (autocvar_hud_shownames_status && this.sameteam && !this.csqcmodel_isdead)
159 vector pos = myPos + eY * autocvar_hud_shownames_fontsize * resize;
160 vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
161 if (autocvar_hud_shownames_statusbar_highlight)
162 drawfill(pos + eX * 0.25 * mySize.x, sz, '0.7 0.7 0.7', a / 2, DRAWFLAG_NORMAL);
163 if (this.healthvalue > 0)
165 HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
166 this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
169 if (GetResource(this, RES_ARMOR) > 0)
171 HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
172 GetResource(this, RES_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
176 string s = entcs_GetName(this.sv_entnum - 1);
177 if ((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
178 s = playername(s, entcs_GetTeam(this.sv_entnum - 1), true);
179 drawfontscale = '1 1 0' * resize;
180 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
181 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
182 myPos.x = o.x - (width * resize) / 2;
183 drawcolorcodedstring(myPos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
184 drawfontscale = '1 1 0';
188 void Draw_ShowNames_All()
190 if (!autocvar_hud_shownames) return;
191 LL_EACH(shownames_ent, true, {
192 entity entcs = entcs_receiver(i);
199 assert(getthink(entcs), eprint(entcs));
200 getthink(entcs)(entcs);
201 if (!entcs.has_origin) continue;
202 if (entcs.m_entcs_private)
204 it.healthvalue = entcs.healthvalue;
205 SetResourceExplicit(it, RES_ARMOR, GetResource(entcs, RES_ARMOR));
211 SetResourceExplicit(it, RES_ARMOR, 0);
214 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
215 if ((!it.csqcmodel_isdead || it.alpha > 0) && entcs.origin != it.origin)
216 setorigin(it, entcs.origin);
217 it.csqcmodel_isdead = dead;