// 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_panel_fg_alpha;
- if(self.alpha)
- a *= self.alpha;
+ a = autocvar_hud_shownames_alpha;
+ a *= self.alpha;
if(autocvar_hud_shownames_maxdistance)
{
- float dist;
- dist = vlen(self.origin - view_origin);
-
+ 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);
}
- // draw the sprite image
- vector o;
- o = project_3d_to_2d(self.origin);
+ 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
if not(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
{
o_z = 0;
mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
- vector iconpos, iconsize;
- vector namepos;
- float namesize;
+ // 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)
+ if(autocvar_hud_shownames_status && teamplay)
{
if(self.sameteam)
{
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);
- 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);
-
- 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);
+ 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 && 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);
}
}
- namepos = myPos + eX * 2 * iconsize_y + eY * 0.5 * (autocvar_hud_shownames_height - autocvar_hud_shownames_fontsize);
+ namepos = myPos + eX * 2 * iconsize_y + eY * 0.5 * resize * (autocvar_hud_shownames_height - autocvar_hud_shownames_fontsize);
namesize = mySize_x - 2 * iconsize_y;
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));
+
+ drawfontscale = '1 1 0' * resize;
s = textShortenToWidth(s, namesize, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
float width;
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';
}
}
}