#include "shownames.qh"
-#include <client/autocvars.qh>
#include <client/draw.qh>
#include <client/hud/_mod.qh>
-#include <client/resources.qh>
#include <client/view.qh>
#include <common/constants.qh>
#include <common/ent_cs.qh>
#include <common/net_linked.qh>
+#include <common/resources/cl_resources.qh>
#include <common/teams.qh>
#include <lib/csqcmodel/cl_model.qh>
}
}
+// used by the antioverlap code
+.vector box_ofs;
+.vector box_org;
+
const float SHOWNAMES_FADESPEED = 4;
-const float SHOWNAMES_FADEDELAY = 0.4;
+const float SHOWNAMES_FADEDELAY = 0;
void Draw_ShowNames(entity this)
{
if (this.sv_entnum == current_player + 1) // self or spectatee
}
else
{
- traceline(view_origin, this.origin, MOVE_NORMAL, this);
+ traceline(view_origin, this.origin, MOVE_NOMONSTERS, this);
hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
}
// handle tag fading
overlap = 0;
}
+ // o.z is < 0 when o is behind me
+ #define OFF_SCREEN(o) (o.z < 0 || o.x < 0 || o.y < 0 || o.x > vid_conwidth || o.y > vid_conheight)
if (overlap == -1 && autocvar_hud_shownames_antioverlap)
{
// fade tag out if another tag that is closer to you overlaps
entity entcs = NULL;
LL_EACH(shownames_ent, it != this, {
entcs = entcs_receiver(i);
- if (!(entcs && entcs.has_sv_origin))
+ if (!(entcs && entcs.has_origin))
continue;
- vector eo = project_3d_to_2d(it.origin);
- if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
+ vector eo = project_3d_to_2d(it.origin + eZ * autocvar_hud_shownames_offset);
+ if (OFF_SCREEN(eo)) continue;
eo.z = 0;
- if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
+ if (boxesoverlap(this.box_org - this.box_ofs, this.box_org + this.box_ofs, it.box_org - it.box_ofs, it.box_org + it.box_ofs)
&& vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
{
overlap = 1;
}
});
}
- bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
if (this.csqcmodel_isdead) // dead player, fade out slowly
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
}
- else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
+ else if (!this.sameteam && !hit) // view blocked, fade out
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
this.fadedelay = 0; // reset fade in delay, enemy has left the view
}
- else if (overlap > 0) // tag overlap detected, fade out
+ else if (OFF_SCREEN(o)) // out of view, fade out
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
}
+ else if (overlap > 0) // tag overlap detected, fade out
+ {
+ float minalpha = autocvar_hud_shownames_antioverlap_minalpha;
+ if (this.alpha >= minalpha)
+ this.alpha = max(minalpha, this.alpha - SHOWNAMES_FADESPEED * frametime);
+ else
+ this.alpha = min(minalpha, this.alpha + SHOWNAMES_FADESPEED * frametime);
+ }
else if (this.sameteam) // fade in for team mates
{
this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
}
- else if (time > this.fadedelay) // fade in for enemies
+ else if (time > this.fadedelay || this.alpha > 0) // fade in for enemies
{
this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
}
}
if (MUTATOR_CALLHOOK(ShowNames_Draw, this, a)) return;
a = M_ARGV(1, float);
- if (vdist(this.origin - view_origin, >=, max_shot_distance)) return;
- float dist = vlen(this.origin - view_origin);
+ float dist = -1; // dist will be calculated only when really needed to avoid wasting a vlen call
if (autocvar_hud_shownames_maxdistance)
{
- if (dist >= autocvar_hud_shownames_maxdistance) return;
- float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
- a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
+ float max_dist = min(autocvar_hud_shownames_maxdistance, max_shot_distance);
+ if (vdist(this.origin - view_origin, >=, max_dist))
+ return;
+ if (vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
+ {
+ float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
+ if (dist == -1)
+ dist = vlen(this.origin - view_origin);
+ a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
+ }
}
- if (!a) return;
+ else if (vdist(this.origin - view_origin, >=, max_shot_distance))
+ return;
+ if (!a || o.z < 0) return;
+
+ o.z = 0;
float resize = 1;
- if (autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
+ if (autocvar_hud_shownames_resize && vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
{
+ // limit resize so its never smaller than 0.5... gets unreadable
float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
+ if (dist == -1)
+ dist = vlen(this.origin - view_origin);
resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
}
- // draw the sprite image
- if (o.z >= 0)
- {
- o.z = 0;
- vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
- vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
- // size scaling
- mySize.x *= resize;
- mySize.y *= resize;
- myPos.x += 0.5 * (mySize.x / resize - mySize.x);
- myPos.y += (mySize.y / resize - mySize.y);
- // this is where the origin of the string
- float namewidth = mySize.x;
- if (autocvar_hud_shownames_status && this.sameteam && !this.csqcmodel_isdead)
+ vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
+ vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
+ mySize.x *= resize;
+ mySize.y *= resize;
+ myPos.x += 0.5 * (mySize.x / resize - mySize.x);
+ myPos.y += (mySize.y / resize - mySize.y);
+
+ this.box_org = myPos + mySize / 2;
+ this.box_ofs = mySize / 2;
+
+ float namewidth = mySize.x;
+ if (autocvar_hud_shownames_status && this.sameteam && !this.csqcmodel_isdead)
+ {
+ vector pos = myPos + eY * autocvar_hud_shownames_fontsize * resize;
+ vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
+
+ this.box_ofs.x = max(mySize.x / 2, sz.x); // sz.x is already half as wide
+ this.box_ofs.y += sz.y / 2;
+ this.box_org.y = myPos.y + (mySize.y + sz.y) / 2;
+ // antioverlap debug code
+ //drawfill(this.box_org - this.box_ofs, this.box_ofs * 2, '1 1 1', a / 2, DRAWFLAG_NORMAL);
+
+ if (autocvar_hud_shownames_statusbar_highlight)
+ drawfill(pos + eX * 0.25 * mySize.x, sz, '0.7 0.7 0.7', a / 2, DRAWFLAG_NORMAL);
+ if (this.healthvalue > 0)
{
- vector pos = myPos + eY * autocvar_hud_shownames_fontsize * resize;
- vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
- if (autocvar_hud_shownames_statusbar_highlight)
- drawfill(pos + eX * 0.25 * mySize.x, sz, '0.7 0.7 0.7', a / 2, DRAWFLAG_NORMAL);
- if (this.healthvalue > 0)
- {
- HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
- this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
- DRAWFLAG_NORMAL);
- }
- if (GetResource(this, RES_ARMOR) > 0)
- {
- HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
- GetResource(this, RES_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
- DRAWFLAG_NORMAL);
- }
+ HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
+ this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
+ DRAWFLAG_NORMAL);
+ }
+ if (GetResource(this, RES_ARMOR) > 0)
+ {
+ HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
+ GetResource(this, RES_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
+ DRAWFLAG_NORMAL);
}
- string s = entcs_GetName(this.sv_entnum - 1);
- if ((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
- s = playername(s, entcs_GetTeam(this.sv_entnum - 1), true);
- drawfontscale = '1 1 0' * resize;
- s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
- float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
- myPos.x = o.x - (width * resize) / 2;
- drawcolorcodedstring(myPos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
- drawfontscale = '1 1 0';
}
+ // antioverlap debug code
+ //else drawfill(this.box_org - this.box_ofs, this.box_ofs * 2, '1 1 1', a / 2, DRAWFLAG_NORMAL);
+
+ string s = entcs_GetName(this.sv_entnum - 1);
+ if ((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
+ s = playername(s, entcs_GetTeam(this.sv_entnum - 1), true);
+ drawfontscale = '1 1 0' * resize;
+ s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
+ float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
+ myPos.x = o.x - (width * resize) / 2;
+ drawcolorcodedstring(myPos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
+ drawfontscale = '1 1 0';
}
void Draw_ShowNames_All()