#include "damagetext.qh"
+#define DAMAGETEXT_PRECISION_MULTIPLIER 128
+#define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
+
REGISTER_MUTATOR(damagetext, true);
#if defined(CSQC) || defined(MENUQC)
// no translatable cvar description please
-AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
-AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
+AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
+AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
STATIC_INIT(DamageText_LegacyFormat) {
if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
}
-AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
-AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
-AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size");
-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");
-AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
-AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
-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_color, vector, '1 1 0', "Damage text color");
+AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
+AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size");
+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");
+AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
+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");
#endif
#ifdef CSQC
if (w != WEP_Null) rgb = w.wpcolor;
}
string s = autocvar_cl_damagetext_format;
- s = strreplace("{health}", sprintf("%d", this.m_damage), s);
- s = strreplace("{armor}", sprintf("%d", this.m_armordamage), s);
- s = strreplace("{total}", sprintf("%d", this.m_damage + this.m_armordamage), s);
+ s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
+ s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
+ s = strreplace("{total}", sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
}
}
this.m_armordamage = _armor;
this.m_deathtype = _deathtype;
setorigin(this, _origin);
- this.alpha = 1;
+ this.alpha = autocvar_cl_damagetext_alpha_start;
}
CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
if (SV_DAMAGETEXT_DISABLED()) return;
const entity attacker = M_ARGV(0, entity);
const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
- const int health = M_ARGV(2, int);
- const int armor = M_ARGV(3, int);
+ const float health = M_ARGV(2, float);
+ const float armor = M_ARGV(3, float);
const int deathtype = M_ARGV(5, int);
const vector location = hit.origin;
FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
(SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
(SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
) {
+ int flags = SAME_TEAM(hit, attacker); // BIT(0)
+ if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= BIT(1);
+ if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= BIT(2);
+
msg_entity = it;
WriteHeader(MSG_ONE, damagetext);
- WriteShort(MSG_ONE, rint(health));
- WriteShort(MSG_ONE, rint(armor));
WriteEntity(MSG_ONE, hit);
WriteCoord(MSG_ONE, location.x);
WriteCoord(MSG_ONE, location.y);
WriteCoord(MSG_ONE, location.z);
WriteInt24_t(MSG_ONE, deathtype);
- WriteByte(MSG_ONE, SAME_TEAM(hit, attacker));
+ WriteByte(MSG_ONE, flags);
+
+ // we need to send a few decimal places to minimize errors when accumulating damage
+ // sending them multiplied saves bandwidth compared to using WriteCoord,
+ // however if the multiplied damage would be too much for (signed) short, we send an int24
+ if (health >= DAMAGETEXT_SHORT_LIMIT) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ if (armor >= DAMAGETEXT_SHORT_LIMIT) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
}
));
}
#ifdef CSQC
NET_HANDLE(damagetext, bool isNew)
{
- int health = ReadShort();
- int armor = ReadShort();
int group = ReadShort();
vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
int deathtype = ReadInt24_t();
- bool friendlyfire = ReadByte();
+ int flags = ReadByte();
+ bool friendlyfire = flags & 1;
+
+ int health, armor;
+ if (flags & BIT(1)) health = ReadInt24_t();
+ else health = ReadShort();
+ if (flags & BIT(2)) armor = ReadInt24_t();
+ else armor = ReadShort();
+
return = true;
if (autocvar_cl_damagetext) {
if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
}
if (autocvar_cl_damagetext_accumulate_range) {
for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
- if (e.instanceOfDamageText && e.m_group == group) {
+ if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
return;
}