#include "../lib/csqcmodel/cl_model.qh"
-// self.isactive = player is in range and coordinates/status (health and armor) are up to date
-// self.origin = player origin
-// self.healthvalue
-// self.armorvalue
-// self.sameteam = player is on same team as local client
-// self.fadedelay = time to wait before name tag starts fading in for enemies
-// self.pointtime = last time you pointed at this player
-// self.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
+// this.isactive = player is in range and coordinates/status (health and armor) are up to date
+// this.origin = player origin
+// this.healthvalue
+// this.armorvalue
+// this.sameteam = player is on same team as local client
+// this.fadedelay = time to wait before name tag starts fading in for enemies
+// this.pointtime = last time you pointed at this player
+// this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
LinkedList shownames_ent;
STATIC_INIT(shownames_ent)
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;
eo.z = 0;
- if (vlen((eX * o.x + eY * o.y) - eo) < autocvar_hud_shownames_antioverlap_distance
- && dist > vlen(it.origin - view_origin))
+ if (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance)
+ && vdist((it.origin - view_origin), <, dist))
{
overlap = true;
break;
));
}
bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
- float crosshairdistance = sqrt(pow(o.x - vid_conwidth / 2, 2) + pow(o.y - vid_conheight / 2, 2));
if (autocvar_hud_shownames_crosshairdistance)
{
- if (autocvar_hud_shownames_crosshairdistance > crosshairdistance) this.pointtime = time;
+ 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 overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
}
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
}
- else if (!this.sameteam && (!onscreen || !hit)) // out of view, fade out
+ else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
this.fadedelay = 0; // reset fade in delay, enemy has left the view