1 #include "shownames.qh"
5 #include "../common/constants.qh"
6 #include "../common/mapinfo.qh"
7 #include "../common/teams.qh"
9 #include "../lib/csqcmodel/cl_model.qh"
11 entity shownames_ent[255];
13 // self.isactive = player is in range and coordinates/status (health and armor) are up to date
14 // self.origin = player origin
17 // self.sameteam = player is on same team as local client
18 // self.fadedelay = time to wait before name tag starts fading in for enemies
19 // self.pointtime = last time you pointed at this player
20 // self.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
22 const float SHOWNAMES_FADESPEED = 4;
23 const float SHOWNAMES_FADEDELAY = 0.4;
24 void Draw_ShowNames(entity this)
26 if (!autocvar_hud_shownames) return;
27 if (this.sv_entnum == player_localentnum) // self or spectatee
28 if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
29 if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
31 if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
37 traceline(view_origin, this.origin, MOVE_NORMAL, this);
38 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
42 vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
43 float dist = vlen(this.origin - view_origin);
44 if (autocvar_hud_shownames_antioverlap)
46 // fade tag out if another tag that is closer to you overlaps
47 for (entity e = world; (e = find(e, classname, "shownames_tag")); )
49 if (e == this) continue;
50 vector eo = project_3d_to_2d(e.origin);
51 if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
53 if (vlen((eX * o.x + eY * o.y) - eo) < autocvar_hud_shownames_antioverlap_distance
54 && dist > vlen(e.origin - view_origin))
61 bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
62 float crosshairdistance = sqrt(pow(o.x - vid_conwidth / 2, 2) + pow(o.y - vid_conheight / 2, 2));
63 if (autocvar_hud_shownames_crosshairdistance)
65 if (autocvar_hud_shownames_crosshairdistance > crosshairdistance) this.pointtime = time;
66 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time) overlap = true;
67 else overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
69 if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
70 if (this.csqcmodel_isdead) // dead player, fade out slowly
72 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
74 else if (!this.sameteam && (!onscreen || !hit)) // out of view, fade out
76 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
77 this.fadedelay = 0; // reset fade in delay, enemy has left the view
79 else if (overlap) // tag overlap detected, fade out
81 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
83 else if (this.sameteam) // fade in for team mates
85 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
87 else if (time > this.fadedelay) // fade in for enemies
89 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
91 float a = autocvar_hud_shownames_alpha * this.alpha;
92 // multiply by player alpha
93 if (!this.sameteam || (this.sv_entnum == player_localentnum))
95 float f = getplayeralpha(this.sv_entnum - 1);
98 // FIXME: alpha is negative when dead, breaking death fade
99 if (!this.csqcmodel_isdead) a *= f;
101 if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
102 if (autocvar_hud_shownames_maxdistance)
104 if (dist >= autocvar_hud_shownames_maxdistance) return;
105 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
106 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
110 if (autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
112 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
113 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
115 // draw the sprite image
119 vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
120 vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
124 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
125 myPos.y += (mySize.y / resize - mySize.y);
126 // this is where the origin of the string
127 vector namepos = myPos;
128 float namewidth = mySize.x;
129 if (autocvar_hud_shownames_status && this.sameteam)
131 vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize;
132 vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height;
133 if (this.healthvalue > 0)
135 HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar",
136 this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
139 if (this.armorvalue > 0)
141 HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar",
142 this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
146 string s = GetPlayerName(this.sv_entnum - 1);
147 if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
148 || autocvar_hud_shownames_decolorize == 2) s = playername(s, GetPlayerColor(this.sv_entnum - 1));
149 drawfontscale = '1 1 0' * resize;
150 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
151 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
152 if (width != namewidth) namepos.x += (namewidth - width) / 2;
153 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
154 drawfontscale = '1 1 0';
158 void Draw_ShowNames_All()
160 for (int i = 0; i < maxclients; ++i)
162 entity e = shownames_ent[i];
165 e = shownames_ent[i] = new(shownames_tag);
168 entity entcs = entcs_receiver[i];
169 if (entcs.m_entcs_private)
171 e.healthvalue = entcs.healthvalue;
172 e.armorvalue = entcs.armorvalue;
181 bool dead = getplayerisdead(i);
182 if (!e.csqcmodel_isdead && entcs.has_origin) setorigin(e, entcs.origin);
183 e.csqcmodel_isdead = dead;