]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/shownames.qc
Get rid of unnessesary traling ;'s (as in fucntions ending with }; )
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
index 43cca5439c3d161c16a89022024b56567c741124..b13f6122c268cdaaa1b4cd18a0783ff70387d82d 100644 (file)
@@ -3,15 +3,18 @@
 // 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);
 
@@ -19,17 +22,23 @@ void Draw_ShowNames(entity ent)
        {
                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)
                {
@@ -52,18 +61,28 @@ void Draw_ShowNames(entity ent)
                        }
                }
 
-               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);
 
@@ -86,7 +105,7 @@ void Draw_ShowNames(entity ent)
                        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;