// 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 || (!self.sameteam && autocvar_hud_shownames_enemies))
{
- float a;
- a = autocvar_hud_panel_fg_alpha;
-
InterpolateOrigin_Do();
- // draw the sprite image
- vector o;
+ if(!self.sameteam)
+ {
+ traceline(self.origin, view_origin, 1, self);
+
+ /* 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
+ {
+ traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVETYPE_FLY, world);
+ print("trace_endpos: ", vtos(trace_endpos), " view_origin: ", vtos(view_origin), "\n");
+ if(trace_ent != self)
+ return;
+ }*/
+ }
+
+ vector o, eo;
o = project_3d_to_2d(self.origin);
+ float overlap;
- o_z = 0;
+ 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;
+ }
+ }
+ }
+ }
- vector myPos, mySize;
- mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
- myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
+ 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);
- vector iconpos, iconsize;
- vector namepos, namesize;
+ if(!self.alpha)
+ return;
- iconpos = myPos;
+ float dist;
+ dist = vlen(self.origin - view_origin);
- if(autocvar_hud_shownames_status)
+ float a;
+ a = autocvar_hud_shownames_alpha;
+ a *= self.alpha;
+ if(autocvar_hud_shownames_maxdistance)
{
- if(self.sameteam)
- {
- iconsize = eX * 2 * mySize_y + eY * mySize_y;
- // "ghost" backgrounds
- drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
+ if(dist >= autocvar_hud_shownames_maxdistance)
+ return;
+ a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
+ }
- drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.healthvalue/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
- drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
+ if(!a)
+ return;
- drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.armorvalue/autocvar_hud_panel_healtharmor_maxarmor), vid_conwidth, myPos_y + iconsize_y);
- drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
- drawresetcliparea();
- }
- else if(autocvar_hud_shownames_status == 2)
+ 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
+ if not(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
+ {
+ o_z = 0;
+
+ vector myPos, mySize;
+ mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
+ myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * 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);
+
+ vector iconpos, iconsize; // these determine icon position/size, if any
+ vector namepos; // this is where the origin of the string
+ float namesize; // total area where we can draw the string
+
+ iconpos = myPos;
+
+ if(autocvar_hud_shownames_status && teamplay)
{
- 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);
- drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
+ if(self.sameteam)
+ {
+ iconsize = eX * 2 * mySize_y + eY * mySize_y;
+ // "ghost" backgrounds
+ drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
+
+ if(self.healthvalue > 0)
+ {
+ drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.healthvalue/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
+ drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
+ }
+
+ if(self.armorvalue > 0)
+ {
+ drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.armorvalue/autocvar_hud_panel_healtharmor_maxarmor), vid_conwidth, myPos_y + iconsize_y);
+ drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
+ }
+ drawresetcliparea();
+ }
+ 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);
+ drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
+ }
}
- }
- namepos = myPos + eX * 2 * iconsize_y;
- namesize = eX * mySize_x - eX * 2 * iconsize_y + eY * mySize_y;
+ namepos = myPos + eX * 2 * iconsize_y + eY * 0.5 * resize * (autocvar_hud_shownames_height - autocvar_hud_shownames_fontsize);
+ namesize = mySize_x - 2 * iconsize_y;
- drawcolorcodedstring_aspect(namepos, GetPlayerName(self.the_entnum), namesize, a, DRAWFLAG_NORMAL);
+ string s;
+ s = GetPlayerName(self.the_entnum-1);
+ if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
+ s = playername(s, GetPlayerColor(self.the_entnum-1));
- /* Or maybe a health bar instead?
- *
- if(self.health >= 0)
- {
- float align;
- if(self.build_finished)
- align = 0.5;
- else
- align = 0;
- drawhealthbar(o, rot * 90 * DEG2RAD, self.health, SPRITE_SIZE * t, SPRITE_HOTSPOT * t, SPRITE_HEALTHBAR_WIDTH * t, SPRITE_HEALTHBAR_HEIGHT * t, SPRITE_HEALTHBAR_MARGIN * t, SPRITE_HEALTHBAR_BORDER * t, align, self.teamradar_color, a * SPRITE_HEALTHBAR_BORDERALPHA, self.teamradar_color, a * SPRITE_HEALTHBAR_HEALTHALPHA, DRAWFLAG_NORMAL);
- }
- */
- }
-}
-
-void ShowNames_Think()
-{
+ drawfontscale = '1 1 0' * resize;
+ s = textShortenToWidth(s, namesize, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
+ float width;
+ width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
+ if (width != namesize)
+ namepos_x += (namesize - width) / 2;
+ drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
+ drawfontscale = '1 1 0';
+ }
+ }
}