AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 140, "How much damage is considered large");
AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
-AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction (world coordinated)");
+AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction (world coordinates)");
AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset (screen coordinates)");
AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
AUTOCVAR_SAVE(cl_damagetext_accumulate_alpha_rel, float, 0.65, "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha");
AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
-AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.47 0', "2D damage text initial position (X and Y between 0 and 1)");
+
+AUTOCVAR_SAVE(cl_damagetext_2d, bool, true, "Show damagetext in 2D coordinated if the enemy's location is not known");
+AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.53 0', "2D damage text initial position (X and Y between 0 and 1)");
AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha");
-AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1.5, "2D damage text lifetime (alpha fading) in seconds");
-//AUTOCVAR_SAVE(cl_damagetext_2d_shrink_rate, float, 0.3, "How much to shrink 2D damage text in 1 second");
+AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1.3, "2D damage text lifetime (alpha fading) in seconds");
AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds");
-AUTOCVAR_SAVE(cl_damagetext_2d_velocity, vector, '-20 0 0', "2D damage text move direction (screen coordinates)");
+AUTOCVAR_SAVE(cl_damagetext_2d_velocity, vector, '-25 0 0', "2D damage text move direction (screen coordinates)");
+AUTOCVAR_SAVE(cl_damagetext_2d_overlap_offset, vector, '0 -15 0', "Offset 2D damage text by this much to prevent overlapping (screen coordinates)");
+AUTOCVAR_SAVE(cl_damagetext_2d_close_range, float, 125, "Always use 2D damagetext for hits closer that this");
+AUTOCVAR_SAVE(cl_damagetext_2d_out_of_view, bool, true, "Always use 2D damagetext for hits that occured off-screen");
CLASS(DamageText, Object)
ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
ATTRIB(DamageText, m_armordamage, int, 0);
ATTRIB(DamageText, m_potential_damage, int, 0);
ATTRIB(DamageText, m_deathtype, int, 0);
- //ATTRIB(DamageText, time_prev, float, time);
- ATTRIB(DamageText, hit_time, float, 0); // TODO
+ ATTRIB(DamageText, hit_time, float, 0);
ATTRIB(DamageText, text, string, string_null);
ATTRIB(DamageText, m_screen_coords, bool, false);
+ STATIC_ATTRIB(DamageText, screen_first, DamageText, NULL);
+ STATIC_ATTRIB(DamageText, screen_count, int, 0);
+
void DamageText_draw2d(DamageText this) {
- //float dt = time - this.time_prev;
- //this.time_prev = time;
- //this.m_size -= dt * this.m_shrink_rate * this.m_size; // TODO this is wrong
- //this.alpha -= dt * this.fade_rate;
float since_hit = time - this.hit_time;
float size = this.m_size - since_hit * this.m_shrink_rate * this.m_size;
float alpha_ = this.alpha - since_hit * this.fade_rate;
- if (alpha_ < 0) {
+ if (alpha_ <= 0 || size <= 0) {
delete(this);
return;
}
vector screen_pos;
if (this.m_screen_coords) {
- //setorigin(this, this.origin + dt * autocvar_cl_damagetext_2d_velocity);
- //screen_pos = this.origin;
screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
} else {
- //setorigin(this, this.origin + dt * autocvar_cl_damagetext_velocity);
- //screen_pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
screen_pos = project_3d_to_2d(this.origin + since_hit * autocvar_cl_damagetext_velocity) + autocvar_cl_damagetext_offset;
}
- if (screen_pos.z >= 0 && size > 0) {
+ if (screen_pos.z >= 0) {
screen_pos.z = 0;
vector rgb;
if (this.m_friendlyfire) {
if (this.text) strunzone(this.text);
this.text = strzone(s);
- float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
- float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
- float scale_factor = size_range / damage_range;
- this.m_size = bound(
- autocvar_cl_damagetext_size_min,
- (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
- autocvar_cl_damagetext_size_max);
+ this.m_size = map_bound_ranges(potential,
+ autocvar_cl_damagetext_size_min_damage, autocvar_cl_damagetext_size_max_damage,
+ autocvar_cl_damagetext_size_min, autocvar_cl_damagetext_size_max);
}
CONSTRUCTOR(DamageText, int _group, vector _origin, bool _screen_coords, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
if (_screen_coords) {
this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
- //this.m_shrink_rate = autocvar_cl_damagetext_2d_shrink_rate;
} else {
this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
this.m_shrink_rate = 0;
DESTRUCTOR(DamageText) {
if (this.text) strunzone(this.text);
+ if (this == DamageText_screen_first) {
+ // start from 0 offset again, hopefully, others (if any) will have faded away by now
+ DamageText_screen_first = NULL;
+ DamageText_screen_count = 0;
+ }
}
ENDCLASS(DamageText)
-// TODO
-DamageText screen_damagetext_first;
-int screen_damagetext_count = 0;
-
NET_HANDLE(damagetext, bool isNew)
{
- int server_entity_index = ReadShort();
+ int server_entity_index = ReadByte();
int deathtype = ReadInt24_t();
int flags = ReadByte();
bool friendlyfire = flags & DTFLAG_SAMETEAM;
int client_entity_index = server_entity_index - 1;
entity entcs = entcs_receiver(client_entity_index);
- if (!entcs || !entcs.has_origin) { // TODO also when off-screen or too close (optional)
- // screen coords only
- vector screen_pos = '0 0 0';
- screen_pos.x = vid_conwidth * autocvar_cl_damagetext_2d_pos.x;
- screen_pos.y = vid_conheight * autocvar_cl_damagetext_2d_pos.y;
- /*LOG_INFOF("%d %d %v\n", autocvar_cl_damagetext_2d_pos.x, autocvar_cl_damagetext_2d_pos.y, screen_pos);
- LOG_INFOF("%d %d %v\n", autocvar_cl_damagetext_2d_pos_x, autocvar_cl_damagetext_2d_pos_y, screen_pos);
- float a = autocvar_cl_damagetext_2d_pos.x;
- LOG_INFOF("%d %v\n", a, autocvar_cl_damagetext_2d_pos);*/
-
- IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, {
- DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
- return;
- });
- // TODO when hitting multiple enemies dmgtext would overlap
- screen_damagetext_first = screen_damagetext_first;
+ bool can_use_3d = entcs && entcs.has_origin;
+ bool too_close = vdist(entcs.origin - view_origin, <, autocvar_cl_damagetext_2d_close_range);
+ bool prefer_in_view = autocvar_cl_damagetext_2d_out_of_view && !projected_on_screen(project_3d_to_2d(entcs.origin));
+ bool prefer_2d = spectatee_status != -1 && autocvar_cl_damagetext_2d && (too_close || prefer_in_view);
- make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));
- } else {
+ if (can_use_3d && !prefer_2d) {
// world coords
if (autocvar_cl_damagetext_accumulate_range) {
for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
}
}
make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));
+ } else if (autocvar_cl_damagetext_2d) {
+ // screen coords only
+ vector screen_pos = vec2(vid_conwidth * autocvar_cl_damagetext_2d_pos.x, vid_conheight * autocvar_cl_damagetext_2d_pos.y);
+ IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, {
+ DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
+ return;
+ });
+
+ // when hitting multiple enemies, dmgtext would overlap
+ if (DamageText_screen_first == NULL) {
+ DamageText dt = NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire);
+ make_impure(dt);
+ DamageText_screen_first = dt;
+ DamageText_screen_count = 1;
+ } else {
+ screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count;
+ DamageText_screen_count++;
+ make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));
+ }
}
}