+
+
+// debug_test() allows drawing text from server on the client anywhere in world coordinates.
+
+#ifdef GAMEQC
+REGISTER_NET_TEMP(debug_text_3d);
+#endif
+
+#ifdef CSQC
+
+CLASS(DebugText3d, Object)
+ // reusing existing fields
+ ATTRIB(DebugText3d, origin, vector);
+ ATTRIB(DebugText3d, message, string); // the text (i wanted to use the .text field but then this whole macro-based-inheritance thing shat itself)
+ ATTRIB(DebugText3d, health, float); // text alignment (recycled field)
+ ATTRIB(DebugText3d, hit_time, float); // when it was created
+ ATTRIB(DebugText3d, fade_rate, float); // how fast is should disappear
+ ATTRIB(DebugText3d, velocity, vector);
+
+ CONSTRUCTOR(DebugText3d, vector pos, string msg, float align, float fade_rate_, vector vel) {
+ CONSTRUCT(DebugText3d);
+ this.origin = pos;
+ this.message = strzone(msg);
+ SetResource(this, RES_HEALTH, align);
+ this.hit_time = time;
+ this.fade_rate = fade_rate_;
+ this.velocity = vel;
+ IL_PUSH(g_drawables_2d, this);
+ }
+
+ DESTRUCTOR(DebugText3d) {
+ strfree(this.message);
+ }
+
+ void DebugText3d_draw2d(DebugText3d this) {
+ float since_created = time - this.hit_time;
+ float alpha_ = 1 - since_created * this.fade_rate;
+
+ if (alpha_ < 0) {
+ delete(this);
+ return;
+ }
+
+ int size = 11;
+ vector screen_pos = project_3d_to_2d(this.origin) + since_created * this.velocity;
+ if (screen_pos.z < 0) return; // behind camera
+
+ screen_pos.z = 0;
+ float align = GetResource(this, RES_HEALTH);
+ string msg;
+ vector msg_pos;
+
+ int n = tokenizebyseparator(this.message, "\n");
+ for(int k = 0; k < n; ++k)
+ {
+ msg = argv(k);
+ msg_pos = screen_pos + k * 1.25 * size * eY;
+ if (align > 0)
+ msg_pos.x -= stringwidth(msg, true, size * '1 1 0') * min(1, align);
+
+ drawcolorcodedstring_builtin(msg_pos, msg, size * '1 1 0', alpha_, DRAWFLAG_NORMAL);
+ }
+ }
+ ATTRIB(DebugText3d, draw2d, void(DebugText3d), DebugText3d_draw2d);
+ENDCLASS(DebugText3d)
+
+NET_HANDLE(debug_text_3d, bool is_new) {
+ vector pos = ReadVector();
+ string msg = ReadString();
+ float align = ReadFloat();
+ float duration = ReadFloat();
+ vector vel = ReadVector();
+ make_impure(NEW(DebugText3d, pos, msg, align, 1 / duration, vel));
+ return true;
+}
+
+#endif // CSQC
+
+#ifdef SVQC
+
+// can't use autocvars because they give unused warning unless the macros are expanded
+#define debug_text_3d(...) EVAL(OVERLOAD(debug_text_3d, __VA_ARGS__))
+#define debug_text_3d_2(pos, msg) debug_text_3d_3(pos, msg, cvar("debug_text_3d_default_align"))
+#define debug_text_3d_3(pos, msg, align) debug_text_3d_4(pos, msg, align, cvar("debug_text_3d_default_duration"))
+#define debug_text_3d_4(pos, msg, align, dur) debug_text_3d_5(pos, msg, align, dur, stov(cvar_string("debug_text_3d_default_velocity")))
+#define debug_text_3d_5(pos, msg, align, dur, vel) debug_text_3d_fn(pos, msg, align, dur, vel)
+
+ERASEABLE
+void debug_text_3d_fn(vector pos, string msg, float align, float duration, vector vel) {
+ WriteHeader(MSG_BROADCAST, debug_text_3d);
+ WriteVector(MSG_BROADCAST, pos);
+ WriteString(MSG_BROADCAST, msg);
+ WriteFloat(MSG_BROADCAST, align);
+ WriteFloat(MSG_BROADCAST, duration);
+ WriteVector(MSG_BROADCAST, vel);
+}
+
+#endif // SVQC