+#include "shownames.qh"
+#include "_all.qh"
+
+#include "hud.qh"
+
+#include "../common/constants.qh"
+#include "../common/mapinfo.qh"
+#include "../common/teams.qh"
+#include "../common/util.qh"
+
+#include "../csqcmodellib/cl_model.qh"
+
// self.isactive = player is in range and coordinates/status (health and armor) are up to date
// self.origin = player origin TODO: should maybe move this so it's the origin of the shownames tag already in SSQC for culling?
// self.healthvalue
}
// handle tag fading
- float overlap = FALSE, onscreen, crosshairdistance;
+ float overlap = false, onscreen, crosshairdistance;
vector o, eo;
o = project_3d_to_2d(ent.origin);
eo = project_3d_to_2d(e.origin);
if (!(eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight))
{
- eo_z = 0;
+ eo.z = 0;
if(vlen((eX * o.x + eY * o.y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
{
- overlap = TRUE;
+ overlap = true;
break;
}
}
if(autocvar_hud_shownames_crosshairdistance > crosshairdistance)
ent.pointtime = time;
- if (!(ent.pointtime + autocvar_hud_shownames_crosshairdistance_time > time))
- overlap = TRUE;
+ if (ent.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.
+ overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
}
if(!ent.fadedelay)
// draw the sprite image
if(o.z >= 0)
{
- o_z = 0;
+ o.z = 0;
vector myPos, mySize;
mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
float width;
- width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
+ width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
if (width != namewidth)
namepos.x += (namewidth - width) / 2;