#include "shownames.qh"
+#include "autocvars.qh"
+#include "miscfunctions.qh"
+#include "resources.qh"
#include "hud/_mod.qh"
#include <common/ent_cs.qh>
const float SHOWNAMES_FADEDELAY = 0.4;
void Draw_ShowNames(entity this)
{
- if (this.sv_entnum == (current_player + 1)) // self or spectatee
- if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
+ if (this.sv_entnum == current_player + 1) // self or spectatee
+ {
+ if (!autocvar_chase_active)
+ return;
+
+ if (!autocvar_hud_shownames_self
+ && !(spectatee_status > 0 && time <= spectatee_status_changed_time + 1))
+ {
+ return;
+ }
+ }
+
if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
bool hit;
if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
overlap = 0;
}
- float dist = vlen(this.origin - view_origin);
if (overlap == -1 && autocvar_hud_shownames_antioverlap)
{
// fade tag out if another tag that is closer to you overlaps
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 (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance)
- && vdist((it.origin - view_origin), <, dist))
+ if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
+ && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
{
overlap = 1;
break;
// FIXME: alpha is negative when dead, breaking death fade
if (!this.csqcmodel_isdead) a *= f;
}
- if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
+ if (a < ALPHA_MIN_VISIBLE && ISGAMETYPE(CTS)) return;
if (vdist(this.origin - view_origin, >=, max_shot_distance)) return;
+ float dist = vlen(this.origin - view_origin);
if (autocvar_hud_shownames_maxdistance)
{
if (dist >= autocvar_hud_shownames_maxdistance) return;
if (o.z >= 0)
{
o.z = 0;
- vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
- vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
+ vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
+ vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
// size scaling
mySize.x *= resize;
mySize.y *= resize;
float namewidth = mySize.x;
if (autocvar_hud_shownames_status && this.sameteam)
{
- vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize;
- vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height;
+ vector pos = namepos + eY * autocvar_hud_shownames_fontsize * resize;
+ vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
+ if (autocvar_hud_shownames_statusbar_highlight)
+ drawfill(pos + eX * 0.25 * mySize.x, sz, '0.7 0.7 0.7', a / 2, DRAWFLAG_NORMAL);
if (this.healthvalue > 0)
{
- HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar",
+ HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
DRAWFLAG_NORMAL);
}
- if (this.armorvalue > 0)
+ if (GetResource(this, RES_ARMOR) > 0)
{
- HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar",
- this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
+ HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
+ GetResource(this, RES_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
DRAWFLAG_NORMAL);
}
}
if (entcs.m_entcs_private)
{
it.healthvalue = entcs.healthvalue;
- it.armorvalue = entcs.armorvalue;
+ SetResourceExplicit(it, RES_ARMOR, GetResource(entcs, RES_ARMOR));
it.sameteam = true;
}
else
{
it.healthvalue = 0;
- it.armorvalue = 0;
+ SetResourceExplicit(it, RES_ARMOR, 0);
it.sameteam = false;
}
bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);