]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/shownames.qc
Merge branch 'master' into Mirio/balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
index 66f313d3a2fad3aba0ed8904d72aff70013b6b8d..826083bc10f53a5b3ba085e2b393c6ea4c4585c7 100644 (file)
@@ -8,14 +8,14 @@
 
 #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)
@@ -58,8 +58,8 @@ void Draw_ShowNames(entity this)
                        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;
@@ -67,10 +67,12 @@ void Draw_ShowNames(entity this)
                ));
        }
        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.
        }
@@ -79,7 +81,7 @@ void Draw_ShowNames(entity this)
        {
                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