- 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_first, DamageText, NULL);
- 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) {
- 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;
-
- 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, 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;
- setorigin(this, _origin);
- if (this.m_screen_coords) {
- this.alpha = autocvar_cl_damagetext_2d_alpha_start;
- } else {
- this.alpha = autocvar_cl_damagetext_alpha_start;
- }
- this.hit_time = time;
-
- 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) {
- this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
- this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
- } else {
- this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
- this.m_shrink_rate = 0;
- }
- DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
- IL_PUSH(g_drawables_2d, this);
- }
-
- DESTRUCTOR(DamageText) {
- strfree(this.text);
- if (this == DamageText_screen_first) {
- // start from 0 offset again, hopefully, others (if any) will have faded away by now
- DamageText_screen_first = NULL;
- DamageText_screen_count = 0;
- }
- }
+ 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;
+ }