}
}
+// used by the antioverlap code
+.vector box_ofs;
+.vector box_org;
+
const float SHOWNAMES_FADESPEED = 4;
const float SHOWNAMES_FADEDELAY = 0.4;
void Draw_ShowNames(entity this)
}
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);
}
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
+
+ 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;
+
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)