1 REGISTER_MUTATOR(damagetext, true);
3 #if defined(CSQC) || defined(MENUQC)
4 AUTOCVAR_SAVE(cl_damagetext, bool, false, _("Draw damage dealt. 0: disabled, 1: enabled"));
5 AUTOCVAR_SAVE(cl_damagetext_format, string, "-%3$d", _("How to format the damage text. 1$ is health, 2$ is armor, 3$ is both"));
6 AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', _("Default damage text color"));
7 AUTOCVAR_SAVE(cl_damagetext_size, float, 8, _("Damage text font size"));
8 AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, _("Damage text initial alpha"));
9 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, _("Damage text lifetime in seconds"));
10 AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', _("Damage text move direction"));
11 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', _("Damage text offset"));
12 AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, _("Damage text spawned within this range is accumulated"));
16 CLASS(DamageText, Object)
17 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
18 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
19 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
20 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
21 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
22 ATTRIB(DamageText, m_group, int, 0)
23 ATTRIB(DamageText, m_damage, int, 0)
24 ATTRIB(DamageText, m_armordamage, int, 0)
25 ATTRIB(DamageText, time_prev, float, time)
27 void DamageText_draw() {
29 float dt = time - this.time_prev;
30 this.time_prev = time;
31 setorigin(this, this.origin + dt * this.velocity);
32 this.alpha -= dt * this.fade_rate;
33 if (this.alpha < 0) remove(this);
34 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
35 if (pos.z >= 0 && this.m_size > 0) {
37 string s = sprintf(autocvar_cl_damagetext_format, this.m_damage, this.m_armordamage, this.m_damage + this.m_armordamage);
38 drawcolorcodedstring2(pos, s, this.m_size * '1 1 0', this.m_color, this.alpha, DRAWFLAG_NORMAL);
41 ATTRIB(DamageText, draw2d, void(), DamageText_draw)
43 void DamageText_update(DamageText this, vector _origin, int _health, int _armor) {
44 this.m_damage = _health;
45 this.m_armordamage = _armor;
46 setorigin(this, _origin);
50 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor) {
51 CONSTRUCT(DamageText);
52 this.m_group = _group;
53 DamageText_update(this, _origin, _health, _armor);
59 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
60 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
61 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
62 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
63 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
64 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
65 if (SV_DAMAGETEXT_DISABLED()) return;
66 const entity attacker = mutator_argv_entity_0;
67 const entity hit = mutator_argv_entity_1; if (hit == attacker) return;
68 const int health = mutator_argv_int_0;
69 const int armor = mutator_argv_int_1;
70 const vector location = hit.origin;
72 FOR_EACH_REALCLIENT(e) if (
73 (SV_DAMAGETEXT_ALL()) ||
74 (SV_DAMAGETEXT_PLAYERS() && e == attacker) ||
75 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(e) && e.enemy == attacker) ||
76 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(e))
79 WriteByte(MSG_ONE, SVC_TEMPENTITY);
80 WriteMutator(MSG_ONE, damagetext);
81 WriteShort(MSG_ONE, health);
82 WriteShort(MSG_ONE, armor);
83 WriteEntity(MSG_ONE, hit);
84 WriteCoord(MSG_ONE, location.x);
85 WriteCoord(MSG_ONE, location.y);
86 WriteCoord(MSG_ONE, location.z);
92 MUTATOR_HOOKFUNCTION(damagetext, CSQC_Parse_TempEntity) {
93 if (MUTATOR_RETURNVALUE) return false;
94 if (!ReadMutatorEquals(mutator_argv_int_0, damagetext)) return false;
95 int health = ReadShort();
96 int armor = ReadShort();
97 int group = ReadShort();
98 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
99 if (autocvar_cl_damagetext) {
100 if (autocvar_cl_damagetext_accumulate_range) {
101 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
102 if (e.instanceOfDamageText && e.m_group == group) {
103 DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor);
108 NEW(DamageText, group, location, health, armor);
115 #include "../../../menu/xonotic/tab.qc"
116 CLASS(XonoticDamageTextSettings, XonoticTab)
117 #include "../../../menu/gamesettings.qh"
118 REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
119 ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
120 ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
121 ATTRIB(XonoticDamageTextSettings, rows, float, 13)
122 ATTRIB(XonoticDamageTextSettings, columns, float, 5)
123 INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
124 METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
125 METHOD(XonoticDamageTextSettings, fill, void(entity this))
127 this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
128 this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
130 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Font size:")));
131 this.TD(this, 1, 2, makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
133 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Accumulate range:")));
134 this.TD(this, 1, 2, makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
136 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Lifetime:")));
137 this.TD(this, 1, 2, makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
139 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Color:")));
140 this.TD(this, 2, 2, makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
142 ENDCLASS(XonoticDamageTextSettings)