// 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
//
const float SHOWNAMES_FADESPEED = 4;
+const float SHOWNAMES_FADEDELAY = 0.5;
void Draw_ShowNames(entity ent)
{
if(!autocvar_hud_shownames)
return;
-
- if(ent.sv_entnum == player_localentnum && !autocvar_chase_active)
- return;
+
+ if((ent.sv_entnum == player_localentnum) || (ent.sv_entnum == spectatee_status)) // ent is me or person i'm spectating
+ if not (autocvar_hud_shownames_self && autocvar_chase_active)
+ return;
makevectors(view_angles);
{
ent.origin_z += autocvar_hud_shownames_offset;
- if(!ent.sameteam)
+ float hit;
+ if(ent.sameteam)
+ {
+ hit = 1;
+ }
+ else
{
- if((ent.origin - view_origin) * v_forward < 0)
- trace_endpos = view_origin + '0 0 65536'; // mismatches, so fade out
+ traceline(view_origin, ent.origin, MOVE_NORMAL, ent);
+ if(trace_fraction < 1 && trace_networkentity != ent.sv_entnum)
+ hit = 0;
else
- traceline(ent.origin, view_origin, 1, ent);
+ hit = 1;
}
vector o, eo;
o = project_3d_to_2d(ent.origin);
- float overlap;
+ float overlap, onscreen;
if(autocvar_hud_shownames_antioverlap)
{
}
}
- if(!ent.sameteam && trace_endpos != view_origin) // out of view, fade out
- ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
+ onscreen = (o_z >= 0 && o_x >= 0 && o_y >= 0 && o_x <= vid_conwidth && o_y <= vid_conheight);
+
+ if(!ent.fadedelay)
+ ent.fadedelay = time + SHOWNAMES_FADEDELAY;
+
+ if(!ent.sameteam && (!onscreen || !hit)) // out of view, fade out
+ {
+ ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
+ ent.fadedelay = 0; // reset fade in delay, enemy has left the view
+ }
else if(ent.healthvalue < 1) // dead player, fade out slowly
- ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
+ ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
else if(overlap) // tag overlap detected, fade out
- ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
- else // fade in
+ ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
+ else if(ent.sameteam) // fade in for team mates
+ ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
+ else if(time > ent.fadedelay) // fade in for enemies
ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
if(!ent.alpha)
return;
-
+
float dist;
dist = vlen(ent.origin - view_origin);
resize = 0.5 + 0.5 * ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
// draw the sprite image
- if not(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
+ if(o_z >= 0)
{
o_z = 0;