#include "shownames.qh"
-#include "hud/all.qh"
+#include "hud/_mod.qh"
#include <common/ent_cs.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/mapinfo.qh>
#include <common/teams.qh>
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;
hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
}
// handle tag fading
- bool overlap = false;
+ int overlap = -1;
vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
- float dist = vlen(this.origin - view_origin);
- if (autocvar_hud_shownames_antioverlap)
+ if (autocvar_hud_shownames_crosshairdistance)
+ {
+ 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 = 1;
+ else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
+ overlap = 0;
+ }
+
+ if (overlap == -1 && 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), {
+ entity entcs = NULL;
+ LL_EACH(shownames_ent, it != this, {
+ entcs = entcs_receiver(i);
+ if (!(entcs && entcs.has_sv_origin))
+ continue;
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 (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance)
- && vdist((it.origin - view_origin), <, dist))
+ if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
+ && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
{
- overlap = true;
+ overlap = 1;
break;
}
});
}
bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
- if (autocvar_hud_shownames_crosshairdistance)
- {
- 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.
- }
if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
if (this.csqcmodel_isdead) // dead player, fade out slowly
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
this.fadedelay = 0; // reset fade in delay, enemy has left the view
}
- else if (overlap) // tag overlap detected, fade out
+ else if (overlap > 0) // tag overlap detected, fade out
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
}
if (!this.csqcmodel_isdead) a *= f;
}
if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
+ if (vdist(this.origin - view_origin, >=, max_shot_distance)) return;
+ float dist = vlen(this.origin - view_origin);
if (autocvar_hud_shownames_maxdistance)
{
if (dist >= autocvar_hud_shownames_maxdistance) return;
if (o.z >= 0)
{
o.z = 0;
- vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
- vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
+ vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
+ vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
// size scaling
mySize.x *= resize;
mySize.y *= resize;
float namewidth = mySize.x;
if (autocvar_hud_shownames_status && this.sameteam)
{
- vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize;
- vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height;
+ vector pos = namepos + eY * autocvar_hud_shownames_fontsize * resize;
+ vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
if (this.healthvalue > 0)
{
- HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar",
+ HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
DRAWFLAG_NORMAL);
}
if (this.armorvalue > 0)
{
- HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar",
+ HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
DRAWFLAG_NORMAL);
}