If the hud_shownames_crosshairdistance code says a name must be hidden or displayed...
authorterencehill <piuntn@gmail.com>
Fri, 2 Dec 2016 17:46:47 +0000 (18:46 +0100)
committerterencehill <piuntn@gmail.com>
Fri, 2 Dec 2016 17:46:47 +0000 (18:46 +0100)
qcsrc/client/shownames.qc

index 4b89230..e46a97c 100644 (file)
@@ -49,10 +49,22 @@ void Draw_ShowNames(entity this)
                hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
        }
        // handle tag fading
-       bool overlap = false;
+       int overlap = -1;
        vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
+       if (autocvar_hud_shownames_crosshairdistance)
+       {
+               float d = autocvar_hud_shownames_crosshairdistance;
+               float w = o.x - vid_conwidth / 2;
+               float h = o.y - vid_conheight / 2;
+               if (d * d > w * w + h * h) this.pointtime = time;
+               if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
+                       overlap = 1;
+               else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
+                       overlap = 0;
+       }
+
        float dist = vlen(this.origin - view_origin);
-       if (autocvar_hud_shownames_antioverlap)
+       if (overlap == -1 && autocvar_hud_shownames_antioverlap)
        {
                // fade tag out if another tag that is closer to you overlaps
                entity entcs = NULL;
@@ -66,23 +78,12 @@ void Draw_ShowNames(entity this)
                        if (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance)
                            && vdist((it.origin - view_origin), <, dist))
                        {
-                               overlap = true;
+                               overlap = 1;
                                break;
                        }
                });
        }
        bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
-       if (autocvar_hud_shownames_crosshairdistance)
-       {
-               float d = autocvar_hud_shownames_crosshairdistance;
-               float w = o.x - vid_conwidth / 2;
-               float h = o.y - vid_conheight / 2;
-               if (d * d > w * w + h * h) this.pointtime = time;
-               if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
-                       overlap = true;
-               else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
-                       overlap = false;
-       }
        if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
        if (this.csqcmodel_isdead)                                                                   // dead player, fade out slowly
        {
@@ -93,7 +94,7 @@ void Draw_ShowNames(entity this)
                this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
                this.fadedelay = 0;                         // reset fade in delay, enemy has left the view
        }
-       else if (overlap)                               // tag overlap detected, fade out
+       else if (overlap > 0) // tag overlap detected, fade out
        {
                this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
        }