]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
damagetext in both world and screen coords
authorMartin Taibr <taibr.martin@gmail.com>
Thu, 15 Feb 2018 09:26:51 +0000 (10:26 +0100)
committerMartin Taibr <taibr.martin@gmail.com>
Thu, 15 Feb 2018 09:26:51 +0000 (10:26 +0100)
defaultClient.cfg
qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc

index 2d7eb360d11e93c28bf6cc61e39da40513385f63..0768f864239ac2798e432d7998d53911b63f1d21 100644 (file)
@@ -417,8 +417,10 @@ seta cl_damagetext_size_max 16 "Damage text font size for large damage"
 seta cl_damagetext_size_max_damage 140 "How much damage is considered large"
 seta cl_damagetext_alpha_start "1" "Damage text initial alpha"
 seta cl_damagetext_alpha_lifetime "3" "Damage text lifetime in seconds"
-seta cl_damagetext_velocity "0 0 20" "Damage text move direction"
-seta cl_damagetext_offset "0 -40 0" "Damage text offset"
+seta cl_damagetext_velocity_screen "0 -20 0"
+seta cl_damagetext_velocity_world "0 0 0"
+seta cl_damagetext_offset_screen "0 -40 0"
+seta cl_damagetext_offset_world "0 0 0"
 seta cl_damagetext_accumulate_range "30" "Damage text spawned within this range is accumulated"
 seta cl_damagetext_accumulate_alpha_rel "0.65" "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha"
 seta cl_damagetext_friendlyfire "1" "Show damage text for friendlyfire too"
index 0977b62cebe380b5172e0ef03c6d11f38546da54..f9fcb2e5832658e1071c5f4621a7fe344721169b 100644 (file)
@@ -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 -20 0',  "Damage text move direction (screen coordinates)");
+AUTOCVAR_SAVE(cl_damagetext_velocity_world,         vector, '0 0 0',    "Damage text move direction (world coordinates)");
+AUTOCVAR_SAVE(cl_damagetext_offset_screen,          vector, '0 -40 0',  "Damage text offset (screen coordinates)");
+AUTOCVAR_SAVE(cl_damagetext_offset_world,           vector, '0 0 0',    "Damage text offset (world coordinates)");
 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_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");
@@ -70,7 +72,10 @@ CLASS(DamageText, Object)
         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;
+            makevectors(view_angles);
+            vector world_offset = since_hit * autocvar_cl_damagetext_velocity_world + autocvar_cl_damagetext_offset_world;
+            vector world_pos = this.origin + world_offset.x * v_forward + world_offset.y * v_right + world_offset.z * v_up;
+            screen_pos = project_3d_to_2d(world_pos) + since_hit * autocvar_cl_damagetext_velocity_screen + autocvar_cl_damagetext_offset_screen;
         }
         if (screen_pos.z >= 0) {
             screen_pos.z = 0;