]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
DamageText code quality changes and new DT lifetime and accumulation lifetime cvars
authorDr. Jaska <drjaska83@gmail.com>
Thu, 28 Dec 2023 19:21:12 +0000 (19:21 +0000)
committerterencehill <piuntn@gmail.com>
Thu, 28 Dec 2023 19:21:12 +0000 (19:21 +0000)
qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc
qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qh
qcsrc/common/mutators/mutator/damagetext/sv_damagetext.qc
xonotic-client.cfg

index 9a23879aeeb64add4a9c478394fb87e5199554a9..010c1b58148ddf04c59f5409f89fd35905496336 100644 (file)
 #include "cl_damagetext.qh"
 
 CLASS(DamageText, Object)
-    ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
-    ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
-    ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
-    ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
-    ATTRIB(DamageText, fade_rate, float, 0);
-    ATTRIB(DamageText, m_shrink_rate, float, 0);
-    ATTRIB(DamageText, m_group, int, 0);
-    ATTRIB(DamageText, m_friendlyfire, bool, false);
-    ATTRIB(DamageText, m_healthdamage, int, 0);
-    ATTRIB(DamageText, m_armordamage, int, 0);
-    ATTRIB(DamageText, m_potential_damage, int, 0);
-    ATTRIB(DamageText, m_deathtype, int, 0);
-    ATTRIB(DamageText, hit_time, float, 0);
-    ATTRIB(DamageText, text, string, string_null);
-    ATTRIB(DamageText, m_screen_coords, bool, false);
-
-    STATIC_ATTRIB(DamageText, screen_count, int, 0);
-
-    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) {
-            IL_REMOVE(g_damagetext, this);
-            delete(this);
-            return;
-        }
-
-        vector screen_pos;
-        if (this.m_screen_coords) {
-            screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
-        } else {
-            vector forward, right, up;
-            MAKE_VECTORS(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;
-
-        // strip trailing spaces
-        string dtext = this.text;
-        int j = strlen(dtext) - 1;
-        while (substring(dtext, j, 1) == " " && j >= 0)
-            --j;
-        if (j < strlen(dtext) - 1)
-            dtext = substring(dtext, 0, j + 1);
-
-        // strip leading spaces
-        j = 0;
-        while (substring(dtext, j, 1) == " " && j < strlen(dtext))
-            ++j;
-        if (j > 0)
-            dtext = substring(dtext, j, strlen(dtext) - j);
-
-        // Center damage text
-        screen_pos.x -= stringwidth(dtext, true, hud_fontsize * 2) * 0.5;
-
-        if (screen_pos.z >= 0) {
-            screen_pos.z = 0;
-            vector rgb;
-            if (this.m_friendlyfire) {
-                rgb = this.m_color_friendlyfire;
-            } else {
-                rgb = this.m_color;
-            }
-            if (autocvar_cl_damagetext_color_per_weapon) {
-                Weapon w = DEATH_WEAPONOF(this.m_deathtype);
-                if (w != WEP_Null) rgb = w.wpcolor;
-            }
-
-            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;
-        }
-    }
-    ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
-
-    void DamageText_update(DamageText this, vector _origin, bool screen_coords, int _health, int _armor, int _potential_damage, int _deathtype) {
-        this.m_healthdamage = _health;
-        this.m_armordamage = _armor;
-        this.m_potential_damage = _potential_damage;
-        this.m_deathtype = _deathtype;
-        this.hit_time = time;
-        setorigin(this, _origin);
-        this.m_screen_coords = screen_coords;
-        if (this.m_screen_coords) {
-            this.alpha = autocvar_cl_damagetext_2d_alpha_start;
-        } else {
-            this.alpha = autocvar_cl_damagetext_alpha_start;
-        }
-
-        int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
-        int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
-        int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
-        int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
-        int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
-
-        bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
-
-        string s = autocvar_cl_damagetext_format;
-        s = strreplace("{armor}", (
-            (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
-                ? ""
-                : sprintf("%d", armor)
-            ), s);
-        s = strreplace("{potential}", (
-            (redundant && autocvar_cl_damagetext_format_hide_redundant)
-                ? ""
-                : sprintf("%d", potential)
-            ), s);
-        s = strreplace("{potential_health}", (
-            (redundant && autocvar_cl_damagetext_format_hide_redundant)
-                ? ""
-                : sprintf("%d", potential_health)
-            ), s);
-
-        s = strreplace("{health}", (
-            (health == potential_health || !autocvar_cl_damagetext_format_verbose)
-                ? sprintf("%d",      health)
-                : sprintf("%d (%d)", health, potential_health)
-            ), s);
-        s = strreplace("{total}", (
-            (total == potential || !autocvar_cl_damagetext_format_verbose)
-                ? sprintf("%d",      total)
-                : sprintf("%d (%d)", total, potential)
-            ), s);
-
-        // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
-        // so players can use them on new servers and still have working damagetext on old ones
-        while (true) {
-            int opening_pos = strstrofs(s, "{", 0);
-            if (opening_pos == -1) break;
-            int closing_pos = strstrofs(s, "}", opening_pos);
-            if (closing_pos == -1 || closing_pos <= opening_pos) break;
-            s = strcat(
-                substring(s, 0, opening_pos),
-                substring_range(s, closing_pos + 1, strlen(s))
-            );
-        }
-
-        strcpy(this.text, s);
-
-        this.m_size = map_bound_ranges(potential,
-            autocvar_cl_damagetext_size_min_damage, autocvar_cl_damagetext_size_max_damage,
-            autocvar_cl_damagetext_size_min, autocvar_cl_damagetext_size_max);
-    }
-
-    CONSTRUCTOR(DamageText, int _group, vector _origin, bool _screen_coords, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
-        CONSTRUCT(DamageText);
-        this.m_group = _group;
-        this.m_friendlyfire = _friendlyfire;
-        this.m_screen_coords = _screen_coords;
-        if (_screen_coords) {
-            if (autocvar_cl_damagetext_2d_alpha_lifetime)
-                this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
-            if (autocvar_cl_damagetext_2d_size_lifetime)
-                this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
-        } else {
-            if (autocvar_cl_damagetext_alpha_lifetime)
-                this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
-            this.m_shrink_rate = 0;
-        }
-        DamageText_update(this, _origin, _screen_coords, _health, _armor, _potential_damage, _deathtype);
-        IL_PUSH(g_damagetext, this);
-    }
-
-    DESTRUCTOR(DamageText) {
-        strfree(this.text);
-        --DamageText_screen_count;
-    }
+       ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
+       ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
+       ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
+       ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
+       ATTRIB(DamageText, fade_rate, float, 0);
+       ATTRIB(DamageText, m_shrink_rate, float, 0);
+       ATTRIB(DamageText, m_group, int, 0);
+       ATTRIB(DamageText, m_friendlyfire, bool, false);
+       ATTRIB(DamageText, m_healthdamage, int, 0);
+       ATTRIB(DamageText, m_armordamage, int, 0);
+       ATTRIB(DamageText, m_potential_damage, int, 0);
+       ATTRIB(DamageText, m_deathtype, int, 0);
+       ATTRIB(DamageText, hit_time, float, 0);
+       ATTRIB(DamageText, text, string, string_null);
+       ATTRIB(DamageText, m_screen_coords, bool, false);
+
+       STATIC_ATTRIB(DamageText, screen_count, int, 0);
+
+       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;
+               bool haslifetime = (autocvar_cl_damagetext_lifetime < 0 // negative ignores lifetime
+                               || (since_hit < autocvar_cl_damagetext_lifetime));
+               if (alpha_ <= 0 || size <= 0 || !haslifetime)
+               {
+                       IL_REMOVE(g_damagetext, this);
+                       delete(this);
+                       return;
+               }
+
+               vector screen_pos;
+               if (this.m_screen_coords)
+                       screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
+               else
+               {
+                       vector forward, right, up;
+                       MAKE_VECTORS(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;
+
+               // strip trailing spaces
+               string dtext = this.text;
+               int j = strlen(dtext) - 1;
+               while (substring(dtext, j, 1) == " " && j >= 0)
+                       --j;
+               if (j < strlen(dtext) - 1)
+                       dtext = substring(dtext, 0, j + 1);
+
+               // strip leading spaces
+               j = 0;
+               while (substring(dtext, j, 1) == " " && j < strlen(dtext))
+                       ++j;
+               if (j > 0)
+                       dtext = substring(dtext, j, strlen(dtext) - j);
+
+               // Center damage text
+               screen_pos.x -= stringwidth(dtext, true, hud_fontsize * 2) * 0.5;
+
+               if (screen_pos.z >= 0)
+               {
+                       screen_pos.z = 0;
+                       vector rgb;
+                       if (this.m_friendlyfire)
+                               rgb = this.m_color_friendlyfire;
+                       else
+                               rgb = this.m_color;
+
+                       if (autocvar_cl_damagetext_color_per_weapon)
+                       {
+                               Weapon w = DEATH_WEAPONOF(this.m_deathtype);
+                               if (w != WEP_Null) rgb = w.wpcolor;
+                       }
+
+                       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;
+               }
+       }
+       ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
+
+       void DamageText_update(DamageText this, vector _origin, bool screen_coords,
+                       int _health, int _armor, int _potential_damage, int _deathtype)
+       {
+               this.m_healthdamage = _health;
+               this.m_armordamage = _armor;
+               this.m_potential_damage = _potential_damage;
+               this.m_deathtype = _deathtype;
+               this.hit_time = time;
+               setorigin(this, _origin);
+               this.m_screen_coords = screen_coords;
+               if (this.m_screen_coords)
+                       this.alpha = autocvar_cl_damagetext_2d_alpha_start;
+               else
+                       this.alpha = autocvar_cl_damagetext_alpha_start;
+
+               int health           = rint(this.m_healthdamage
+                                    / DAMAGETEXT_PRECISION_MULTIPLIER);
+               int armor            = rint(this.m_armordamage
+                                    / DAMAGETEXT_PRECISION_MULTIPLIER);
+               int total            = rint((this.m_healthdamage + this.m_armordamage)
+                                    / DAMAGETEXT_PRECISION_MULTIPLIER);
+               int potential        = rint(this.m_potential_damage
+                                    / DAMAGETEXT_PRECISION_MULTIPLIER);
+               int potential_health = rint((this.m_potential_damage - this.m_armordamage)
+                                    / DAMAGETEXT_PRECISION_MULTIPLIER);
+
+               bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage,
+                               this.m_potential_damage, 5);
+
+               string s = autocvar_cl_damagetext_format;
+               s = strreplace("{armor}", (
+                       (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
+                               ? ""
+                               : sprintf("%d", armor)
+                       ), s);
+               s = strreplace("{potential}", (
+                       (redundant && autocvar_cl_damagetext_format_hide_redundant)
+                               ? ""
+                               : sprintf("%d", potential)
+                       ), s);
+               s = strreplace("{potential_health}", (
+                       (redundant && autocvar_cl_damagetext_format_hide_redundant)
+                               ? ""
+                               : sprintf("%d", potential_health)
+                       ), s);
+
+               s = strreplace("{health}", (
+                       (health == potential_health || !autocvar_cl_damagetext_format_verbose)
+                               ? sprintf("%d",      health)
+                               : sprintf("%d (%d)", health, potential_health)
+                       ), s);
+               s = strreplace("{total}", (
+                       (total == potential || !autocvar_cl_damagetext_format_verbose)
+                               ? sprintf("%d",      total)
+                               : sprintf("%d (%d)", total, potential)
+                       ), s);
+
+               // futureproofing: remove any remaining (unknown) format strings
+               // in case we add new ones in the future so players can use them
+               // on new servers and still have working damagetext on old ones
+               while (true)
+               {
+                       int opening_pos = strstrofs(s, "{", 0);
+                       if (opening_pos == -1) break;
+                       int closing_pos = strstrofs(s, "}", opening_pos);
+                       if (closing_pos == -1 || closing_pos <= opening_pos) break;
+                       s = strcat(
+                               substring(s, 0, opening_pos),
+                               substring_range(s, closing_pos + 1, strlen(s))
+                       );
+               }
+
+               strcpy(this.text, s);
+
+               this.m_size = map_bound_ranges(potential,
+                       autocvar_cl_damagetext_size_min_damage, autocvar_cl_damagetext_size_max_damage,
+                       autocvar_cl_damagetext_size_min,        autocvar_cl_damagetext_size_max);
+       }
+
+       CONSTRUCTOR(DamageText, int _group, vector _origin, bool _screen_coords,
+               int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire)
+       {
+               CONSTRUCT(DamageText);
+               this.m_group = _group;
+               this.m_friendlyfire = _friendlyfire;
+               this.m_screen_coords = _screen_coords;
+               if (_screen_coords)
+               {
+                       if (autocvar_cl_damagetext_2d_alpha_lifetime)
+                               this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
+                       if (autocvar_cl_damagetext_2d_size_lifetime)
+                               this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
+               }
+               else
+               {
+                       if (autocvar_cl_damagetext_alpha_lifetime)
+                               this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
+                       this.m_shrink_rate = 0;
+               }
+               DamageText_update(this, _origin, _screen_coords,
+                       _health, _armor, _potential_damage, _deathtype);
+               IL_PUSH(g_damagetext, this);
+       }
+
+       DESTRUCTOR(DamageText)
+       {
+               strfree(this.text);
+               --DamageText_screen_count;
+       }
 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;
+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)
 {
-    make_pure(this);
-    int server_entity_index = ReadByte();
-    int deathtype = ReadInt24_t();
-    int flags = ReadByte();
-    bool friendlyfire = flags & DTFLAG_SAMETEAM;
-
-    int health, armor, potential_damage;
-    if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
-    else health = ReadShort();
-    if (flags & DTFLAG_NO_ARMOR) armor = 0;
-    else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
-    else armor = ReadShort();
-    if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
-    else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
-    else potential_damage = ReadShort();
-
-    return = true;
-    if (!isNew) 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);
-
-    bool can_use_3d = entcs && entcs.has_origin;
-    bool too_close = vdist(entcs.origin - view_origin, <, autocvar_cl_damagetext_2d_close_range);
-    bool prefer_in_view = autocvar_cl_damagetext_2d_out_of_view && !projected_on_screen(project_3d_to_2d(entcs.origin));
-    bool prefer_2d = spectatee_status != -1 && autocvar_cl_damagetext_2d && (too_close || prefer_in_view);
-
-    if (can_use_3d && !prefer_2d) {
-        // world coords
-        IL_EACH(g_damagetext, it.m_group == server_entity_index, {
-            if (current_alpha(it) > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
-                DamageText_update(it, entcs.origin, false, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
-                return;
-            }
-        });
-       ++DamageText_screen_count; //3D DamageTexts can later be changed into 2D, increment this just in case
-        NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire);
-    } else if (autocvar_cl_damagetext_2d && spectatee_status != -1) {
-        // screen coords only
-        vector screen_pos = vec2(vid_conwidth * autocvar_cl_damagetext_2d_pos.x, vid_conheight * autocvar_cl_damagetext_2d_pos.y);
-        IL_EACH(g_damagetext, it.m_group == server_entity_index, {
-            DamageText_update(it, screen_pos, true, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
-            return;
-        });
-
-        // offset when hitting multiple enemies, dmgtext would overlap
-        screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count++;
-        NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire);
-    }
+       make_pure(this);
+       int server_entity_index = ReadByte();
+       int deathtype = ReadInt24_t();
+       int flags = ReadByte();
+       bool friendlyfire = flags & DTFLAG_SAMETEAM;
+
+       int health, armor, potential_damage;
+       if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
+       else health = ReadShort();
+       if (flags & DTFLAG_NO_ARMOR) armor = 0;
+       else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
+       else armor = ReadShort();
+       if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
+       else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
+       else potential_damage = ReadShort();
+
+       return = true;
+       if (!isNew) 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);
+
+       bool can_use_3d = entcs && entcs.has_origin;
+       bool too_close = vdist(entcs.origin - view_origin, <, autocvar_cl_damagetext_2d_close_range);
+       bool prefer_in_view = autocvar_cl_damagetext_2d_out_of_view && !projected_on_screen(project_3d_to_2d(entcs.origin));
+       bool prefer_2d = spectatee_status != -1 && autocvar_cl_damagetext_2d && (too_close || prefer_in_view);
+
+       vector position;
+       bool is2d;
+       entity entDT = NULL; // which DT to update
+
+       // check if this entity already has a DamageText for it
+       IL_EACH(g_damagetext, it.m_group == server_entity_index, {
+               // if the time window where damage accumulates closes,
+               // disown the parent entity from this DamageText
+               // and (likely) give the entity a new DT afterwards
+               // this should only cancel damage accumulation for this DT
+               if (autocvar_cl_damagetext_accumulate_lifetime > 0 // negative never disowns
+               && (time - it.hit_time > autocvar_cl_damagetext_accumulate_lifetime))
+               {
+                       it.m_group = 0;
+                       break;
+               }
+               else
+               {
+                       health += it.m_healthdamage;
+                       armor += it.m_armordamage;
+                       potential_damage += it.m_potential_damage;
+
+                       entDT = it;
+                       break;
+               }
+       });
+
+       if (can_use_3d && !prefer_2d)
+       {
+               // world coords
+               is2d = false;
+               position = entcs.origin;
+
+               float threshold = autocvar_cl_damagetext_accumulate_alpha_rel
+                               * autocvar_cl_damagetext_alpha_start;
+
+               if (entDT && current_alpha(entDT) > threshold)
+                       goto updateDT;
+
+               // 3D DamageTexts can later be changed into 2D,
+               // increment this here just in case
+               ++DamageText_screen_count;
+               goto spawnnewDT;
+       }
+       else if (autocvar_cl_damagetext_2d && spectatee_status != -1)
+       {
+               // screen coords only
+               is2d = true;
+               position = vec2(vid_conwidth  * autocvar_cl_damagetext_2d_pos.x,
+                               vid_conheight * autocvar_cl_damagetext_2d_pos.y);
+
+               if (entDT)
+                       goto updateDT;
+
+               // offset when hitting multiple enemies, dmgtext would overlap
+               position += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count++;
+               goto spawnnewDT;
+       }
+       return;
+
+LABEL(updateDT)
+       DamageText_update(entDT, position, is2d, health, armor, potential_damage, deathtype);
+       return;
+
+LABEL(spawnnewDT)
+       NEW(DamageText, server_entity_index, position, is2d,
+               health, armor, potential_damage, deathtype, friendlyfire);
+       return;
 }
index e76b4119a73944005b78cb666d47f3189500b2b3..f845a97cd225fd3d2fd3a9f1f62fd650db117617 100644 (file)
@@ -29,3 +29,14 @@ float autocvar_cl_damagetext_2d_close_range;
 bool autocvar_cl_damagetext_2d_out_of_view;
 vector autocvar_cl_damagetext_velocity_screen;
 vector autocvar_cl_damagetext_offset_screen;
+
+// TODO: remove the value init and sort them above properly after next (0.9) release
+// or the release after it to support the old-stable release
+// this can't be done now as players would lack these from their configs then
+#if 0
+float autocvar_cl_damagetext_lifetime = -1;
+float autocvar_cl_damagetext_accumulate_lifetime = -1;
+#else
+AUTOCVAR_SAVE(cl_damagetext_lifetime,             float,  -1,  "Damage text lifetime, edit this if you wish for damage text to disappear before it fades out");
+AUTOCVAR_SAVE(cl_damagetext_accumulate_lifetime,  float,  -1,  "Only update existing damage text when it is younger than this many seconds, negative always updates");
+#endif
index 8bf9516809e474e62cddb99cf72cacf83807d28f..c244d170d259709ea485cc874e0a707e0c1294dc 100644 (file)
@@ -17,72 +17,72 @@ REGISTER_MUTATOR(damagetext, true);
 
 bool write_damagetext(entity this, entity client, int sf)
 {
-    entity attacker = this.realowner;
-    entity hit = this.enemy;
-    int flags = this.dent_net_flags;
-    int deathtype = this.dent_net_deathtype;
-    float health = this.dent_net_health;
-    float armor = this.dent_net_armor;
-    float potential_damage = this.dent_net_potential;
-    if (!(
-        (SV_DAMAGETEXT_ALL()) ||
-        (SV_DAMAGETEXT_PLAYERS() && client == attacker) ||
-        (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(client) && client.enemy == attacker) ||
-        (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(client))
-    )) return false;
+       entity attacker = this.realowner;
+       entity hit = this.enemy;
+       int flags = this.dent_net_flags;
+       int deathtype = this.dent_net_deathtype;
+       float health = this.dent_net_health;
+       float armor = this.dent_net_armor;
+       float potential_damage = this.dent_net_potential;
+       if (!(
+               (SV_DAMAGETEXT_ALL()) ||
+               (SV_DAMAGETEXT_PLAYERS() && client == attacker) ||
+               (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(client) && client.enemy == attacker) ||
+               (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(client))
+       )) return false;
 
-    WriteHeader(MSG_ENTITY, damagetext);
-    WriteByte(MSG_ENTITY, etof(hit));
-    WriteInt24_t(MSG_ENTITY, deathtype);
-    WriteByte(MSG_ENTITY, flags);
+       WriteHeader(MSG_ENTITY, damagetext);
+       WriteByte(MSG_ENTITY, etof(hit));
+       WriteInt24_t(MSG_ENTITY, deathtype);
+       WriteByte(MSG_ENTITY, 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 (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ENTITY, health * DAMAGETEXT_PRECISION_MULTIPLIER);
-    else WriteShort(MSG_ENTITY, health * DAMAGETEXT_PRECISION_MULTIPLIER);
-    if (!(flags & DTFLAG_NO_ARMOR))
-    {
-        if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ENTITY, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
-        else WriteShort(MSG_ENTITY, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
-    }
-    if (!(flags & DTFLAG_NO_POTENTIAL))
-    {
-        if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ENTITY, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
-        else WriteShort(MSG_ENTITY, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
-    }
-    return true;
+       // 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 (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ENTITY, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+       else WriteShort(MSG_ENTITY, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+       if (!(flags & DTFLAG_NO_ARMOR))
+       {
+               if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ENTITY, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+               else WriteShort(MSG_ENTITY, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+       }
+       if (!(flags & DTFLAG_NO_POTENTIAL))
+       {
+               if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ENTITY, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+               else WriteShort(MSG_ENTITY, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+       }
+       return true;
 }
 
 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
-    if (SV_DAMAGETEXT_DISABLED()) return;
-    entity attacker = M_ARGV(0, entity);
-    entity hit = M_ARGV(1, entity); if (hit == attacker) return;
-    float health = M_ARGV(2, float);
-    float armor = M_ARGV(3, float);
-    int deathtype = M_ARGV(5, int);
-    float potential_damage = M_ARGV(6, float);
-    if(DEATH_WEAPONOF(deathtype) == WEP_VAPORIZER) return;
+       if (SV_DAMAGETEXT_DISABLED()) return;
+       entity attacker = M_ARGV(0, entity);
+       entity hit = M_ARGV(1, entity); if (hit == attacker) return;
+       float health = M_ARGV(2, float);
+       float armor = M_ARGV(3, float);
+       int deathtype = M_ARGV(5, int);
+       float potential_damage = M_ARGV(6, float);
+       if(DEATH_WEAPONOF(deathtype) == WEP_VAPORIZER) return;
 
-    int flags = 0;
-    if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
-    if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
-    if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
-    if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
-    if (!armor) flags |= DTFLAG_NO_ARMOR;
-    if (almost_equals_eps(armor + health, potential_damage, 5)) flags |= DTFLAG_NO_POTENTIAL;
+       int flags = 0;
+       if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
+       if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
+       if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
+       if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
+       if (!armor) flags |= DTFLAG_NO_ARMOR;
+       if (almost_equals_eps(armor + health, potential_damage, 5)) flags |= DTFLAG_NO_POTENTIAL;
 
-    entity net_text = new_pure(net_damagetext);
-    net_text.realowner = attacker;
-    net_text.enemy = hit;
-    net_text.dent_net_flags = flags;
-    net_text.dent_net_deathtype = deathtype;
-    net_text.dent_net_health = health;
-    net_text.dent_net_armor = armor;
-    net_text.dent_net_potential = potential_damage;
+       entity net_text = new_pure(net_damagetext);
+       net_text.realowner = attacker;
+       net_text.enemy = hit;
+       net_text.dent_net_flags = flags;
+       net_text.dent_net_deathtype = deathtype;
+       net_text.dent_net_health = health;
+       net_text.dent_net_armor = armor;
+       net_text.dent_net_potential = potential_damage;
 
-    setthink(net_text, SUB_Remove);
-    net_text.nextthink = (time > 10) ? (time + 0.5) : 10; // allow a buffer from start time for clients to load in
+       setthink(net_text, SUB_Remove);
+       net_text.nextthink = (time > 10) ? (time + 0.5) : 10; // allow a buffer from start time for clients to load in
 
-    Net_LinkEntity(net_text, false, 0, write_damagetext);
+       Net_LinkEntity(net_text, false, 0, write_damagetext);
 }
index 9e9c48f5faeb108b83a24e0ca0c84d497d6e8f72..d1b449f475d8ac5608a069854660ec72626e739e 100644 (file)
@@ -456,11 +456,13 @@ 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_lifetime "-1" "Damage text lifetime, edit this if you wish for damage text to disappear before it fades out"
 seta cl_damagetext_velocity_screen "0 0 0" "Damage text move direction (screen coordinates)"
 seta cl_damagetext_velocity_world "0 0 20" "Damage text move direction (world coordinates relative to player's view)"
 seta cl_damagetext_offset_screen "0 -45 0" "Damage text offset (screen coordinates)"
 seta cl_damagetext_offset_world "0 25 0" "Damage text offset (world coordinates relative to player's view)"
 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_accumulate_lifetime "-1" "Only update existing damage text when it is younger than this many seconds, negative always updates"
 seta cl_damagetext_friendlyfire "1" "0: never show for friendly fire, 1: when more than 0 damage, 2: always"
 seta cl_damagetext_friendlyfire_color "1 0 0" "Damage text color for friendlyfire"