// self.armorvalue
// self.sameteam = player is on same team as local client
//
+const float SHOWNAMES_FADESPEED = 4;
void Draw_ShowNames()
{
if(!autocvar_hud_shownames)
if(!self.sameteam)
{
traceline(self.origin, view_origin, 1, self);
- if(trace_endpos != view_origin) // fade out
- {
- self.alpha = max(0, self.alpha - 4 * frametime);
- if(!self.alpha)
- return;
- }
- else // fade in
- self.alpha = min(1, self.alpha + 4 * frametime);
-
/* WIP, why does trace_ent != self not work as intended here?
if(autocvar_hud_shownames_enemies != 2) // player has to point at enemy if so
}*/
}
- // otherwise, increase alpha until 1
+ vector o, eo;
+ o = project_3d_to_2d(self.origin);
+ float overlap;
+
+ if(autocvar_hud_shownames_antioverlap)
+ {
+ // fade tag out if another tag that is closer to you overlaps
+ entity e;
+ for(e = world; (e = find(e, classname, "shownames_tag")); )
+ {
+ if(e == self)
+ continue;
+ eo = project_3d_to_2d(e.origin);
+ if not(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight)
+ {
+ eo_z = 0;
+ if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(self.origin - view_origin) > vlen(e.origin - view_origin))
+ {
+ overlap = TRUE;
+ break;
+ }
+ }
+ }
+ }
+
+ if(!self.sameteam && trace_endpos != view_origin) // out of view, fade out
+ self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * frametime);
+ else if(!self.healthvalue) // dead player, fade out slowly
+ self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
+ else if(overlap) // tag overlap detected, fade out
+ self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * frametime);
+ else // fade in
+ self.alpha = min(1, self.alpha + SHOWNAMES_FADESPEED * frametime);
+
+ if(!self.alpha)
+ return;
float dist;
dist = vlen(self.origin - view_origin);
float a;
a = autocvar_hud_shownames_alpha;
- if(self.alpha)
- a *= self.alpha;
+ a *= self.alpha;
if(autocvar_hud_shownames_maxdistance)
{
if(dist >= autocvar_hud_shownames_maxdistance)
a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
}
+ if(!a)
+ return;
+
float resize;
resize = 1;
if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
resize = 0.5 + 0.5 * ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
// draw the sprite image
- vector o;
- o = project_3d_to_2d(self.origin);
-
if not(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
{
o_z = 0;
iconpos = myPos;
- if(autocvar_hud_shownames_status)
+ if(autocvar_hud_shownames_status && teamplay)
{
if(self.sameteam)
{
}
drawresetcliparea();
}
- else if(autocvar_hud_shownames_status == 2 && teamplay)
+ else if(autocvar_hud_shownames_status == 2)
{
iconsize = eX * 2 * mySize_y + eY * mySize_y;
drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);