#include "shownames.qh"
-#include "hud/all.qh"
+#include "hud/_mod.qh"
-#include "../common/constants.qh"
-#include "../common/mapinfo.qh"
-#include "../common/teams.qh"
+#include <common/ent_cs.qh>
+#include <common/constants.qh>
+#include <common/mapinfo.qh>
+#include <common/teams.qh>
-#include "../lib/csqcmodel/cl_model.qh"
+#include <lib/csqcmodel/cl_model.qh>
-// self.isactive = player is in range and coordinates/status (health and armor) are up to date
-// self.origin = player origin
-// self.healthvalue
-// self.armorvalue
-// self.sameteam = player is on same team as local client
-// self.fadedelay = time to wait before name tag starts fading in for enemies
-// self.pointtime = last time you pointed at this player
-// self.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
+// this.isactive = player is in range and coordinates/status (health and armor) are up to date
+// this.origin = player origin
+// this.healthvalue
+// this.armorvalue
+// this.sameteam = player is on same team as local client
+// this.fadedelay = time to wait before name tag starts fading in for enemies
+// this.pointtime = last time you pointed at this player
+// this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
LinkedList shownames_ent;
STATIC_INIT(shownames_ent)
shownames_ent = LL_NEW();
for (int i = 0; i < maxclients; ++i)
{
- entity e = new(shownames_tag);
- make_pure(e);
+ entity e = new_pure(shownames_tag);
e.sv_entnum = i + 1;
LL_PUSH(shownames_ent, e);
}
const float SHOWNAMES_FADEDELAY = 0.4;
void Draw_ShowNames(entity this)
{
- if (this.sv_entnum == player_localentnum) // self or spectatee
+ if (this.sv_entnum == (current_player + 1)) // self or spectatee
if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
bool hit;
if (autocvar_hud_shownames_antioverlap)
{
// fade tag out if another tag that is closer to you overlaps
- LL_EACH(shownames_ent, it != this && entcs_receiver(i), LAMBDA(
+ LL_EACH(shownames_ent, it != this && entcs_receiver(i), {
vector eo = project_3d_to_2d(it.origin);
if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
eo.z = 0;
- if (vlen((eX * o.x + eY * o.y) - eo) < autocvar_hud_shownames_antioverlap_distance
- && dist > vlen(it.origin - view_origin))
+ if (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance)
+ && vdist((it.origin - view_origin), <, dist))
{
overlap = true;
break;
}
- ));
+ });
}
bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
- float crosshairdistance = sqrt(pow(o.x - vid_conwidth / 2, 2) + pow(o.y - vid_conheight / 2, 2));
if (autocvar_hud_shownames_crosshairdistance)
{
- if (autocvar_hud_shownames_crosshairdistance > crosshairdistance) this.pointtime = time;
+ float d = autocvar_hud_shownames_crosshairdistance;
+ float w = o.x - vid_conwidth / 2;
+ float h = o.y - vid_conheight / 2;
+ if (d * d > w * w + h * h) this.pointtime = time;
if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time) overlap = true;
else overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
}
void Draw_ShowNames_All()
{
if (!autocvar_hud_shownames) return;
- LL_EACH(shownames_ent, true, LAMBDA(
+ LL_EACH(shownames_ent, true, {
entity entcs = entcs_receiver(i);
if (!entcs)
{
continue;
}
make_impure(it);
- assert(entcs.think, eprint(entcs));
- WITH(entity, self, entcs, entcs.think());
+ assert(getthink(entcs), eprint(entcs));
+ getthink(entcs)(entcs);
if (!entcs.has_origin) continue;
if (entcs.m_entcs_private)
{
if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
it.csqcmodel_isdead = dead;
Draw_ShowNames(it);
- ));
+ });
}