REGISTER_MUTATOR(damagetext, true); #ifdef CSQC vector autocvar_cl_damagetext_color = '1 1 0'; float autocvar_cl_damagetext_size = 8; float autocvar_cl_damagetext_alpha_start = 1; float autocvar_cl_damagetext_alpha_lifetime = 3; vector autocvar_cl_damagetext_velocity = '0 0 20'; vector autocvar_cl_damagetext_offset = '0 -40 0'; float autocvar_cl_damagetext_accumulate_range = 300; CLASS(DamageText, Object) ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color) ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size) ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start) ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime) ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity) ATTRIB(DamageText, m_group, int, 0) ATTRIB(DamageText, m_damage, int, 0) ATTRIB(DamageText, m_armordamage, int, 0) ATTRIB(DamageText, time_prev, float, time) void DamageText_draw() { entity this = self; float dt = time - this.time_prev; this.time_prev = time; setorigin(this, this.origin + dt * this.velocity); this.alpha -= dt * this.fade_rate; if (this.alpha < 0) remove(this); vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset; if (pos.z >= 0 && this.m_size > 0) { pos.z = 0; string s = sprintf("-%d", this.m_damage + this.m_armordamage); drawstring(pos, s, this.m_size * '1 1 0', this.m_color, this.alpha, DRAWFLAG_NORMAL); } } ATTRIB(DamageText, draw2d, void(), DamageText_draw) void DamageText_update(DamageText this, vector _origin, int _health, int _armor) { this.m_damage = _health; this.m_armordamage = _armor; setorigin(this, _origin); this.alpha = 1; } CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor) { CONSTRUCT(DamageText); this.m_group = _group; DamageText_update(this, _origin, _health, _armor); return this; } ENDCLASS(DamageText) #endif #ifdef SVQC MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) { const entity me = mutator_argv_entity_0; if (!IS_REAL_CLIENT(me)) return; const entity hit = mutator_argv_entity_1; if (hit == me) return; const int health = mutator_argv_int_0; const int armor = mutator_argv_int_1; const vector location = hit.origin; msg_entity = me; WriteByte(MSG_ONE, SVC_TEMPENTITY); WriteMutator(MSG_ONE, damagetext); WriteShort(MSG_ONE, health); WriteShort(MSG_ONE, armor); WriteEntity(MSG_ONE, hit); WriteCoord(MSG_ONE, location.x); WriteCoord(MSG_ONE, location.y); WriteCoord(MSG_ONE, location.z); } #endif #ifdef CSQC MUTATOR_HOOKFUNCTION(damagetext, CSQC_Parse_TempEntity) { if (MUTATOR_RETURNVALUE) return false; if (!ReadMutatorEquals(mutator_argv_int_0, damagetext)) return false; int health = ReadShort(); int armor = ReadShort(); int group = ReadShort(); vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord()); for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) { if (e.instanceOfDamageText && e.m_group == group) { DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor); return true; } } NEW(DamageText, group, location, health, armor); return true; } #endif