]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/shownames.qc
Don't allow detonation of rockets in XDF (allowing it was an accidental change in...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
index 16a693dd3e7d58cd73ccf56494c970408a799d6d..e46a97cb1d9066d12ef5e53fefdc01a8dc376731 100644 (file)
@@ -1,21 +1,23 @@
 #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/net_linked.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)
@@ -23,7 +25,7 @@ STATIC_INIT(shownames_ent)
        shownames_ent = LL_NEW();
        for (int i = 0; i < maxclients; ++i)
        {
-               entity e = new(shownames_tag);
+               entity e = new_pure(shownames_tag);
                e.sv_entnum = i + 1;
                LL_PUSH(shownames_ent, e);
        }
@@ -33,7 +35,7 @@ const float SHOWNAMES_FADESPEED = 4;
 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;
@@ -47,43 +49,52 @@ void Draw_ShowNames(entity this)
                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);
+       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;
+       }
+
        float dist = vlen(this.origin - view_origin);
-       if (autocvar_hud_shownames_antioverlap)
+       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), LAMBDA(
+               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 (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;
+                               overlap = 1;
                                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;
-               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 * 0.25 * frametime);
        }
-       else if (!this.sameteam && (!onscreen || !hit)) // out of view, fade out
+       else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
        {
                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);
        }
@@ -165,15 +176,17 @@ void Draw_ShowNames(entity this)
 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;
-               if (entcs.think) WITH(entity, self, entcs, entcs.think());
-               else
+               if (!entcs)
                {
-                       LOG_WARNING("entcs.think == null");
-                       eprint(entcs);
+                       make_pure(it);
+                       continue;
                }
+               make_impure(it);
+               assert(getthink(entcs), eprint(entcs));
+               getthink(entcs)(entcs);
+               if (!entcs.has_origin) continue;
                if (entcs.m_entcs_private)
                {
                        it.healthvalue = entcs.healthvalue;
@@ -187,8 +200,8 @@ void Draw_ShowNames_All()
                        it.sameteam = false;
                }
                bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
-               if (!it.csqcmodel_isdead && entcs.has_origin) setorigin(it, entcs.origin);
+               if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
                it.csqcmodel_isdead = dead;
                Draw_ShowNames(it);
-       ));
+       });
 }