X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fdamagetext%2Fcl_damagetext.qc;h=c2fdb6229185720994c4db2687dd031c93077b84;hp=5f8d8e68230623cb7fad6700b059895c72b5ff49;hb=991de5e6922cd3c283de56c3249624f0f1bfe767;hpb=0b6694545ba935bbac13c20fc11842ba1850d972 diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc index 5f8d8e6823..c2fdb62291 100644 --- a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc @@ -21,14 +21,16 @@ AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage 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 coordinates)"); -AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_velocity_screen, vector, '0 0 0', "Damage text move direction (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_velocity_world, vector, '0 0 20', "Damage text move direction (world coordinates relative to player's view)"); +AUTOCVAR_SAVE(cl_damagetext_offset_screen, vector, '0 -45 0', "Damage text offset (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_offset_world, vector, '0 0 0', "Damage text offset (world coordinates relative to player's view)"); 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, int, 1, "0: never show for friendly fire, 1: when more than 0 damage, 2: always"); AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire"); -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, bool, true, "Show damagetext in 2D coordinates 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, 1.3, "2D damage text lifetime (alpha fading) in seconds"); @@ -36,7 +38,7 @@ AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D dama 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"); +AUTOCVAR_SAVE(cl_damagetext_2d_out_of_view, bool, true, "Always use 2D damagetext for hits that occurred off-screen"); CLASS(DamageText, Object) ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color); @@ -60,18 +62,25 @@ CLASS(DamageText, Object) void DamageText_draw2d(DamageText this) { float since_hit = time - this.hit_time; + // can't use `dt = hit_time - prev_update_time` because shrinking wouldn't be linear 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 || size <= 0) { delete(this); return; } + vector screen_pos; if (this.m_screen_coords) { screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity; } else { - screen_pos = project_3d_to_2d(this.origin + since_hit * autocvar_cl_damagetext_velocity) + autocvar_cl_damagetext_offset; + MAKE_VECTORS_NEW(view_angles, forward, right, up); + vector world_offset = since_hit * autocvar_cl_damagetext_velocity_world + autocvar_cl_damagetext_offset_world; + vector world_pos = this.origin + world_offset.x * forward + world_offset.y * right + world_offset.z * up; + screen_pos = project_3d_to_2d(world_pos) + since_hit * autocvar_cl_damagetext_velocity_screen + autocvar_cl_damagetext_offset_screen; } + screen_pos.y += size / 2; + if (screen_pos.z >= 0) { screen_pos.z = 0; vector rgb; @@ -87,6 +96,7 @@ CLASS(DamageText, Object) vector drawfontscale_save = drawfontscale; drawfontscale = (size / autocvar_cl_damagetext_size_max) * '1 1 0'; + screen_pos.y -= drawfontscale.x * size / 2; drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, alpha_, DRAWFLAG_NORMAL); drawfontscale = drawfontscale_save; } @@ -188,6 +198,11 @@ CLASS(DamageText, Object) } ENDCLASS(DamageText) +float current_alpha(entity damage_text) { + // alpha doesn't change - actual alpha is always calculated from the initial value + return damage_text.alpha - (time - damage_text.hit_time) * damage_text.fade_rate; +} + NET_HANDLE(damagetext, bool isNew) { int server_entity_index = ReadByte(); @@ -206,8 +221,11 @@ NET_HANDLE(damagetext, bool isNew) else potential_damage = ReadShort(); return = true; - if (!autocvar_cl_damagetext) return; - if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) return; + if (autocvar_cl_damagetext == 0) return; + if (friendlyfire) { + if (autocvar_cl_damagetext_friendlyfire == 0) return; + if (autocvar_cl_damagetext_friendlyfire == 1 && health == 0 && armor == 0) return; + } int client_entity_index = server_entity_index - 1; entity entcs = entcs_receiver(client_entity_index); @@ -219,15 +237,14 @@ NET_HANDLE(damagetext, bool isNew) 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) { - if (e.instanceOfDamageText - && !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches - && e.m_group == server_entity_index - && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) { - DamageText_update(e, entcs.origin, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype); - return; - } + // 1 as min because shotgun sends damagetext per pellet (see https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/1994). + for (entity e = findradius(entcs.origin, max(autocvar_cl_damagetext_accumulate_range, 1)); e; e = e.chain) { + if (e.instanceOfDamageText + && !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches + && e.m_group == server_entity_index + && current_alpha(e) > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) { + DamageText_update(e, entcs.origin, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype); + return; } } make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));