seta hud_panel_infomessages_bg_padding "" "if set to something else than \"\" = override default padding of contents from border"
seta hud_panel_infomessages_flip "" "1 = align the items to the right"
+<<<<<<< HEAD
seta hud_panel_physics "" "enable/disable this panel, 1 = show if not observing, 2 = show always"
seta hud_panel_physics_pos "" "position of this base of the panel"
seta hud_panel_physics_size "" "size of this panel"
seta hud_panel_physics_progressbar "" "enable progressbar in panel (2 = only for speed; 3 = only for acceleration)"
seta hud_panel_physics_acceleration_progressbar_mode "" "0 = progressbar increases from the center to the right if the acceleration is positive, to the left if it's negative; 1 = progressbar increases from the border in the same direction for both positive and negative accelerations"
seta hud_panel_physics_text "" "show text in panel (2 = only for speed; 3 = only for acceleration)"
+=======
+seta hud_panel_shownames "" "enable/disable this panel, 1 = teammates only, 2 = everyone"
+seta hud_panel_shownames_pos "" "position of this base of the panel"
+seta hud_panel_shownames_size "" "size of this panel"
+seta hud_panel_shownames_bg "" "if set to something else than \"\" = override default background"
+seta hud_panel_shownames_bg_color "" "if set to something else than \"\" = override default panel background color"
+seta hud_panel_shownames_bg_color_team "" "override panel color with team color in team based games"
+seta hud_panel_shownames_bg_alpha "" "if set to something else than \"\" = override default panel background alpha"
+seta hud_panel_shownames_bg_border "" "if set to something else than \"\" = override default size of border around the background"
+seta hud_panel_shownames_bg_padding "" "if set to something else than \"\" = override default padding of contents from border"
+>>>>>>> fruitiex/better_shownames
seta hud_panel_physics_acceleration_max 1.5 "acceleration progressbar gets completely filled up by this value (in g)"
seta hud_panel_physics_acceleration_vertical 0 "include the acceleration on the Z-axis"
+seta hud_panel_shownames_sustain 0.5 "seconds that shownames will sustain after not aiming at a player anymore"
+
seta hud_showbinds 1 "what to show in the HUD to indicate certain keys to press: 0 display commands, 1 bound keys, 2 both"
seta hud_showbinds_limit 2 "maximum number of bound keys to show for a command. 0 for unlimited"
seta hud_progressbar_acceleration_color "0.5 0.75 1"
seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
-seta _hud_panelorder "10 9 6 8 14 5 0 4 13 2 7 1 3 11 12 15 "
+seta _hud_panelorder "15 12 9 10 5 6 14 0 7 4 11 2 1 3 8 13 "
seta hud_configure_grid "1"
seta hud_configure_grid_xsize "0.010000"
seta hud_panel_physics_progressbar "1"
seta hud_panel_physics_text "1"
+seta hud_panel_shownames 1
+seta hud_panel_shownames_pos "0.350000 0.700000"
+seta hud_panel_shownames_size "0.300000 0.050000"
+seta hud_panel_shownames_bg "0"
+seta hud_panel_shownames_bg_color ""
+seta hud_panel_shownames_bg_color_team ""
+seta hud_panel_shownames_bg_alpha ""
+seta hud_panel_shownames_bg_border ""
+seta hud_panel_shownames_bg_padding "0"
+
menu_sync
seta hud_progressbar_fuel_color "0.6 0.6 0"
seta hud_progressbar_nexball_color "0.7 0.1 0"
-seta _hud_panelorder "10 9 6 8 14 5 0 4 13 2 7 1 3 11 12 "
+seta _hud_panelorder "15 10 9 6 8 14 5 0 4 13 2 7 1 3 11 12 "
seta hud_configure_grid "1"
seta hud_configure_grid_xsize "0.010000"
seta hud_progressbar_acceleration_color "0.5 0.75 1"
seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
-seta _hud_panelorder "3 1 2 11 10 0 14 6 9 13 4 12 7 5 8 15 "
+seta _hud_panelorder "15 3 1 2 11 10 0 14 6 9 13 4 12 7 5 8 "
seta hud_configure_grid "1"
seta hud_configure_grid_xsize "0.010000"
seta hud_progressbar_acceleration_color "0.25 1 0.25"
seta hud_progressbar_acceleration_neg_color "1 0.25 0.25"
-seta _hud_panelorder "0 11 8 5 6 14 9 13 7 2 3 1 10 12 4 15 "
+seta _hud_panelorder "15 0 11 8 5 6 14 9 13 7 2 3 1 10 12 4 "
seta hud_configure_grid "1"
seta hud_configure_grid_xsize "0.01"
float serverflags;
float uid2name_dialog;
+
+string shownames_netname;
+float shownames_health;
+float shownames_armor;
+float shownames_time;
weapontime = time; // ping the weapon panel
}
+void Net_ShowNames()
+{
+ string thename;
+ float thehealth, thearmor;
+
+ if(shownames_netname)
+ strunzone(shownames_netname);
+ thename = strzone(ReadString());
+ thehealth = ReadByte();
+ thearmor = ReadByte();
+
+ if(autocvar_hud_panel_shownames == 1 && thehealth > 0) // teammates only
+ {
+ shownames_netname = thename;
+ shownames_health = thehealth;
+ shownames_armor = thearmor;
+
+ shownames_time = time + autocvar_hud_panel_shownames_sustain;
+ }
+ else if(autocvar_hud_panel_shownames == 2)
+ {
+ shownames_netname = thename;
+ shownames_health = thehealth;
+ shownames_armor = thearmor;
+
+ shownames_time = time + autocvar_hud_panel_shownames_sustain;
+ }
+}
+
// CSQC_Parse_TempEntity : Handles all temporary entity network data in the CSQC layer.
// You must ALWAYS first acquire the temporary ID, which is sent as a byte.
// Return value should be 1 if CSQC handled the temporary entity, otherwise return 0 to have the engine process the event.
Net_WeaponComplain();
bHandled = true;
break;
+ case TE_CSQC_SHOWNAMES:
+ Net_ShowNames();
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;
float autocvar_hud_panel_radar_zoommode;
float autocvar_hud_panel_score;
float autocvar_hud_panel_score_rankings;
+float autocvar_hud_panel_shownames;
+float autocvar_hud_panel_shownames_sustain;
float autocvar_hud_panel_timer;
float autocvar_hud_panel_timer_increment;
float autocvar_hud_panel_vote;
}
}
-// Physics panel (#15)
+// ShowNames (#15)
+//
+float shownames_alpha;
+void HUD_ShowNames(void)
+{
+ if(shownames_time < time && shownames_alpha == 0 && !autocvar__hud_configure)
+ return;
+
+ if(autocvar__hud_configure)
+ {
+ shownames_alpha = 1;
+ }
+ else
+ {
+ if(shownames_time < time)
+ shownames_alpha = bound(0, shownames_alpha - 2 * frametime, 1);
+ else
+ shownames_alpha = bound(0, shownames_alpha + 4 * frametime, 1);
+ }
+
+ if(!autocvar_hud_panel_shownames && !autocvar__hud_configure)
+ return;
+
+ hud_configure_active_panel = HUD_PANEL_SHOWNAMES;
+ HUD_Panel_UpdateCvars(shownames);
+ panel_fg_alpha *= shownames_alpha;
+ vector myPos, mySize;
+ myPos = panel_pos;
+ mySize = panel_size;
+
+ HUD_Panel_DrawBg(shownames_alpha);
+ if(panel_bg_padding)
+ {
+ myPos += '1 1 0' * panel_bg_padding;
+ mySize -= '2 2 0' * panel_bg_padding;
+ }
+
+ vector iconpos, iconsize;
+ vector namepos, namesize;
+ if(mySize_x/mySize_y > 6)
+ {
+ iconpos = myPos;
+ iconsize = eX * 2 * mySize_y + eY * mySize_y;
+
+ namepos = myPos + eX * 2 * mySize_y;
+ namesize = eX * mySize_x - eX * 2 * mySize_y + eY * mySize_y;
+ }
+ else
+ {
+ iconpos = myPos + eX * 0.5 * mySize_x - eX * 0.5 * mySize_y;
+ iconsize = eX * mySize_y + eY * 0.5 * mySize_y;
+
+ namepos = myPos + eY * 0.5 * mySize_y;
+ namesize = eX * mySize_x + eY * 0.5 * mySize_y;
+ }
+
+ if(shownames_health > 0) // otherwise player is an enemy
+ {
+ // "ghost" backgrounds
+ drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+
+ drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, shownames_health/200), vid_conwidth, myPos_y + iconsize_y);
+ drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+
+ drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, shownames_armor/200), vid_conwidth, myPos_y + iconsize_y);
+ drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawresetcliparea();
+ }
+ else
+ {
+ drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+
+ if(autocvar__hud_configure)
+ drawcolorcodedstring_aspect(namepos, "Player1234", namesize, panel_fg_alpha, DRAWFLAG_NORMAL);
+ else
+ drawcolorcodedstring_aspect(namepos, shownames_netname, namesize, panel_fg_alpha, DRAWFLAG_NORMAL);
+}
+
+// Physics panel (#16)
//
vector acc_prevspeed;
float acc_prevtime, acc_avg, top_speed, top_speed_time;
-
void HUD_Physics(void)
{
if(!autocvar__hud_configure)
HUD_InfoMessages(); break;\
case (HUD_PANEL_PHYSICS):\
HUD_Physics(); break;\
+ case (HUD_PANEL_SHOWNAMES):\
+ HUD_ShowNames(); break;\
} ENDS_WITH_CURLY_BRACE
void HUD_Main (void)
HUD_Panel_GetMenuPos()\
} ENDS_WITH_CURLY_BRACE
+// FTEQCC I HATE YOU WHY DO YOU MAKE ME DO THIS??? :(
+// max macro length is 1024 characters, I must split it up :(
+
// Update all common cvars of given panel id
#define HUD_Panel_UpdateCvarsForId_Part2(id) \
switch(id) { \
case HUD_PANEL_INFOMESSAGES: HUD_Panel_UpdateCvars(infomessages) break; \
case HUD_PANEL_PHYSICS: HUD_Panel_UpdateCvars(physics); break;\
+ case HUD_PANEL_SHOWNAMES: HUD_Panel_UpdateCvars(shownames) break; \
}
#define HUD_Panel_UpdateCvarsForId(id) \
switch(id) { \
case HUD_PANEL_INFOMESSAGES: HUD_Panel_UpdatePosSize(infomessages) break;\
case HUD_PANEL_PHYSICS: HUD_Panel_UpdatePosSize(physics); break;\
+ case HUD_PANEL_SHOWNAMES: HUD_Panel_UpdatePosSize(shownames)\
}
+
#define HUD_Panel_UpdatePosSizeForId(id) \
switch(id) { \
case HUD_PANEL_WEAPONS: HUD_Panel_UpdatePosSize(weapons) break;\
const float TE_CSQC_WEAPONCOMPLAIN = 113;
const float TE_CSQC_NEX_SCOPE = 116;
const float TE_CSQC_MINELAYER_MAXMINES = 117;
+const float TE_CSQC_SHOWNAMES = 118;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
float WR_SWITCHABLE = 12; // (CSQC) impact effect
-
float HUD_PANEL_WEAPONS = 0;
float HUD_PANEL_AMMO = 1;
float HUD_PANEL_POWERUPS = 2;
float HUD_PANEL_ENGINEINFO = 13;
float HUD_PANEL_INFOMESSAGES = 14;
float HUD_PANEL_PHYSICS = 15;
-float HUD_PANEL_NUM = 16; // always last panel id + 1, please increment when adding a new panel
+float HUD_PANEL_SHOWNAMES = 16;
+float HUD_PANEL_NUM = 17; // always last panel id + 1, please increment when adding a new panel
string HUD_PANELNAME_WEAPONS = "weapons";
string HUD_PANELNAME_AMMO = "ammo";
string HUD_PANELNAME_ENGINEINFO = "engineinfo";
string HUD_PANELNAME_INFOMESSAGES = "infomessages";
string HUD_PANELNAME_PHYSICS = "physics";
+string HUD_PANELNAME_SHOWNAMES = "shownames";
+
+float HUD_MENU_ENABLE = 0;
#define SERVERFLAG_ALLOW_FULLBRIGHT 1
#define SERVERFLAG_TEAMPLAY 2
case HUD_PANEL_ENGINEINFO: panel_name = HUD_PANELNAME_ENGINEINFO; break; \
case HUD_PANEL_INFOMESSAGES: panel_name = HUD_PANELNAME_INFOMESSAGES; break; \
case HUD_PANEL_PHYSICS: panel_name = HUD_PANELNAME_PHYSICS; break; \
+ case HUD_PANEL_SHOWNAMES: panel_name = HUD_PANELNAME_SHOWNAMES; break; \
} ENDS_WITH_CURLY_BRACE
// Get name of specified panel id
case HUD_PANEL_MODICONS: panel_name = HUD_PANELNAME_MODICONS; break; \
case HUD_PANEL_PRESSEDKEYS: panel_name = HUD_PANELNAME_PRESSEDKEYS; break; \
case HUD_PANEL_CHAT: panel_name = HUD_PANELNAME_CHAT; break; \
-}\
-HUD_Panel_GetName_Part2(id)
+ default: HUD_Panel_GetName_Part2(id)\
+}
vector vec2(vector v);
#include "xonotic/dialog_hudpanel_chat.c"
#include "xonotic/dialog_hudpanel_engineinfo.c"
#include "xonotic/dialog_hudpanel_infomessages.c"
+#include "xonotic/dialog_hudpanel_shownames.c"
#include "xonotic/dialog_hudpanel_weapons.c"
#include "xonotic/dialog_hudpanel_physics.c"
#include "xonotic/slider_picmip.c"
i.configureDialog(i);
me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
+ i = spawnXonoticHUDShownamesDialog();
+ i.configureDialog(i);
+ me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
+
me.advancedDialog = i = spawnXonoticAdvancedDialog();
i.configureDialog(i);
me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
{
// become fully visible
self.alpha = 1;
- // clear selected player display
- ClearSelectedPlayer();
// throw a weapon
SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
}
}
}
-float UpdateSelectedPlayer_countvalue(float v)
+void net_shownames(entity selected, float teammate)
{
- return max(0, (v - 1.0) / 0.5);
-}
-
-// returns: -2 if no hit, otherwise cos of the angle
-// uses the global v_angle
-float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
-{
- vector so, d;
- float c;
-
- if(p == self)
- return -2;
-
- if(p.deadflag)
- return -2;
-
- so = self.origin + self.view_ofs;
- d = p.origin - so;
-
- // misaimed?
- if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
- return -2;
-
- // now find the cos of the angle...
- c = normalize(d) * v_forward;
-
- if(c <= mincosangle)
- return -2;
-
- // not visible in any way? forget it
- if(!checkpvs(so, p))
- return -2;
-
- traceline(so, p.origin, MOVE_NOMONSTERS, self);
- if(trace_fraction < 1)
- return -2;
-
- return c;
-}
-
-void ClearSelectedPlayer()
-{
- if(self.selected_player)
- {
- centerprint_expire(self, CENTERPRIO_POINT);
- self.selected_player = world;
- self.selected_player_display_needs_update = FALSE;
- }
+ float teammate_health, teammate_armor;
+ if(teammate)
+ {
+ teammate_health = selected.health;
+ teammate_armor = selected.armorvalue;
+ }
+
+ msg_entity = self;
+ WRITESPECTATABLE_MSG_ONE({
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);
+ WriteByte(MSG_ONE, TE_CSQC_SHOWNAMES);
+ WriteString(MSG_ONE, playername(selected));
+ WriteByte(MSG_ONE, teammate_health);
+ WriteByte(MSG_ONE, teammate_armor);
+ });
}
void UpdateSelectedPlayer()
{
- entity selected;
- float selected_score;
- selected = world;
- selected_score = 0.95; // 18 degrees
+ entity selected;
+ selected = world;
if(!autocvar_sv_allow_shownames)
return;
if(self.cvar_cl_shownames == 0)
return;
- if(self.cvar_cl_shownames == 1 && !teams_matter)
- return;
-
makevectors(self.v_angle); // sets v_forward
- // 1. cursor trace is always right
- WarpZone_crosshair_trace(self);
- if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
- {
- selected = trace_ent;
- }
- else
- {
- // 2. if we don't have a cursor trace, find the player which is least
- // mis-aimed at
- entity p;
- FOR_EACH_PLAYER(p)
- {
- float c;
- c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
- if(c >= -1)
- {
- selected = p;
- selected_score = c;
- }
- }
- }
+ // cursor trace
+ if(self.selected_player_display_timeout < time)
+ {
+ WarpZone_crosshair_trace(self);
+ if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
+ {
+ selected = trace_ent;
+ self.last_selected_player = selected;
+ self.selected_player_display_timeout = time + 0.1; // update at 0.1s intervals
+ }
+ }
if(selected)
{
- self.selected_player_display_timeout = time + self.cvar_scr_centertime;
- }
- else
- {
- if(time < self.selected_player_display_timeout)
- if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
- selected = self.selected_player;
- }
-
- if(selected)
- {
- if(selected == self.selected_player)
- {
- float save;
- save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
- self.selected_player_count = self.selected_player_count + frametime;
- if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
- {
- string namestr, healthstr;
- namestr = playername(selected);
- if(teams_matter)
- {
- healthstr = ftos(floor(selected.health));
- if(self.team == selected.team)
- {
- namestr = strcat(namestr, " (", healthstr, "%)");
- self.selected_player_display_needs_update = TRUE;
- }
- }
- centerprint_atprio(self, CENTERPRIO_POINT, namestr);
- }
- }
- else
- {
- ClearSelectedPlayer();
- self.selected_player = selected;
- self.selected_player_time = time;
- self.selected_player_count = 0;
- self.selected_player_display_needs_update = FALSE;
- }
- }
- else
- {
- ClearSelectedPlayer();
- }
-
- if(self.selected_player)
- self.last_selected_player = self.selected_player;
+ if(teams_matter && self.team == selected.team)
+ net_shownames(selected, 1);
+ else
+ net_shownames(selected, 0);
+ }
}
.float muted; // to be used by prvm_edictset server playernumber muted 1
string W_Name(float weaponid);
void UpdateSelectedPlayer();
-void ClearSelectedPlayer();
-.entity selected_player;
.entity last_selected_player;
-.float selected_player_time; // when this player has been selected
-.float selected_player_count; // how long this player has been directly pointed to
-.float selected_player_display_needs_update; // are regular updates necessary? (health)
.float selected_player_display_timeout; // when the selection will time out
void FixIntermissionClient(entity e);
#define TELEPORT_FLAGS_TELEPORTER (TELEPORT_FLAG_SOUND | TELEPORT_FLAG_PARTICLES | TELEPORT_FLAG_TDEATH)
void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
{
- entity oldself;
entity telefragger;
vector from;
}
player.lastteleporttime = time;
-
- // stop player name display
- {
- oldself = self;
- self = player;
- ClearSelectedPlayer();
- self = oldself;
- }
}
}