1 REGISTER_MUTATOR(damagetext, true);
4 bool autocvar_cl_damagetext = false;
5 string autocvar_cl_damagetext_format = "-%3$d";
6 vector autocvar_cl_damagetext_color = '1 1 0';
7 float autocvar_cl_damagetext_size = 8;
8 float autocvar_cl_damagetext_alpha_start = 1;
9 float autocvar_cl_damagetext_alpha_lifetime = 3;
10 vector autocvar_cl_damagetext_velocity = '0 0 20';
11 vector autocvar_cl_damagetext_offset = '0 -40 0';
12 float autocvar_cl_damagetext_accumulate_range = 30;
13 STATIC_INIT(cl_damagetext) {
14 CVAR_DESCRIBE(cl_damagetext, _("Draw damage dealt. 0: disabled, 1: enabled"));
15 CVAR_DESCRIBESTR(cl_damagetext_format, _("How to format the damage text. 1$ is health, 2$ is armor, 3$ is both"));
16 CVAR_DESCRIBEVEC(cl_damagetext_color, _("Default damage text color"));
17 CVAR_DESCRIBE(cl_damagetext_size, _("Damage text font size"));
18 CVAR_DESCRIBE(cl_damagetext_alpha_start, _("Damage text initial alpha"));
19 CVAR_DESCRIBE(cl_damagetext_alpha_lifetime, _("Damage text lifetime in seconds"));
20 CVAR_DESCRIBEVEC(cl_damagetext_velocity, _("Damage text move direction"));
21 CVAR_DESCRIBEVEC(cl_damagetext_offset, _("Damage text offset"));
22 CVAR_DESCRIBE(cl_damagetext_accumulate_range, _("Damage text spawned within this range is accumulated"));
25 CLASS(DamageText, Object)
26 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
27 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
28 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
29 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
30 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
31 ATTRIB(DamageText, m_group, int, 0)
32 ATTRIB(DamageText, m_damage, int, 0)
33 ATTRIB(DamageText, m_armordamage, int, 0)
34 ATTRIB(DamageText, time_prev, float, time)
36 void DamageText_draw() {
38 float dt = time - this.time_prev;
39 this.time_prev = time;
40 setorigin(this, this.origin + dt * this.velocity);
41 this.alpha -= dt * this.fade_rate;
42 if (this.alpha < 0) remove(this);
43 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
44 if (pos.z >= 0 && this.m_size > 0) {
46 string s = sprintf(autocvar_cl_damagetext_format, this.m_damage, this.m_armordamage, this.m_damage + this.m_armordamage);
47 drawcolorcodedstring2(pos, s, this.m_size * '1 1 0', this.m_color, this.alpha, DRAWFLAG_NORMAL);
50 ATTRIB(DamageText, draw2d, void(), DamageText_draw)
52 void DamageText_update(DamageText this, vector _origin, int _health, int _armor) {
53 this.m_damage = _health;
54 this.m_armordamage = _armor;
55 setorigin(this, _origin);
59 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor) {
60 CONSTRUCT(DamageText);
61 this.m_group = _group;
62 DamageText_update(this, _origin, _health, _armor);
69 int autocvar_sv_damagetext = 2;
70 STATIC_INIT(sv_damagetext) {
71 CVAR_DESCRIBE(sv_damagetext, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
73 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
74 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
75 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
76 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
77 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
78 if (SV_DAMAGETEXT_DISABLED()) return;
79 const entity attacker = mutator_argv_entity_0;
80 const entity hit = mutator_argv_entity_1; if (hit == attacker) return;
81 const int health = mutator_argv_int_0;
82 const int armor = mutator_argv_int_1;
83 const vector location = hit.origin;
85 FOR_EACH_REALCLIENT(e) if (
86 (SV_DAMAGETEXT_ALL()) ||
87 (SV_DAMAGETEXT_PLAYERS() && e == attacker) ||
88 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(e) && e.enemy == attacker) ||
89 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(e))
92 WriteByte(MSG_ONE, SVC_TEMPENTITY);
93 WriteMutator(MSG_ONE, damagetext);
94 WriteShort(MSG_ONE, health);
95 WriteShort(MSG_ONE, armor);
96 WriteEntity(MSG_ONE, hit);
97 WriteCoord(MSG_ONE, location.x);
98 WriteCoord(MSG_ONE, location.y);
99 WriteCoord(MSG_ONE, location.z);
105 MUTATOR_HOOKFUNCTION(damagetext, CSQC_Parse_TempEntity) {
106 if (MUTATOR_RETURNVALUE) return false;
107 if (!ReadMutatorEquals(mutator_argv_int_0, damagetext)) return false;
108 int health = ReadShort();
109 int armor = ReadShort();
110 int group = ReadShort();
111 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
112 if (autocvar_cl_damagetext) {
113 if (autocvar_cl_damagetext_accumulate_range) {
114 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
115 if (e.instanceOfDamageText && e.m_group == group) {
116 DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor);
121 NEW(DamageText, group, location, health, armor);