overlap = 0;
}
- float dist = vlen(this.origin - view_origin);
if (overlap == -1 && autocvar_hud_shownames_antioverlap)
{
// fade tag out if another tag that is closer to you overlaps
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 = 1;
break;
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);
}