#include "cl_damagetext.qh"
-// no translatable cvar description please
-AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
-AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}, {potential}: full damage not capped to target's health, {potential_health}: health damage not capped to target's health");
-AUTOCVAR_SAVE(cl_damagetext_format_verbose, bool, false, "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
-AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant, bool, false, "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
-STATIC_INIT(DamageText_LegacyFormat) {
- // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
- // enable damagetext while updating the format for a one time effect
- if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
- localcmd("\nseta cl_damagetext 1\n");
- localcmd("\nseta cl_damagetext_format -{total}\n");
- };
-}
-AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
-AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
-AUTOCVAR_SAVE(cl_damagetext_size_min, float, 10, "Damage text font size for small damage");
-AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 25, "How much damage is considered small");
-AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large damage");
-AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 140, "How much damage is considered large");
-AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
-AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
-AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction (world coordinates)");
-AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset (screen coordinates)");
-AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
-AUTOCVAR_SAVE(cl_damagetext_accumulate_alpha_rel, float, 0.65, "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha");
-AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
-AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
-
-AUTOCVAR_SAVE(cl_damagetext_2d, bool, true, "Show damagetext in 2D coordinated if the enemy's location is not known");
-AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.53 0', "2D damage text initial position (X and Y between 0 and 1)");
-AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha");
-AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1.3, "2D damage text lifetime (alpha fading) in seconds");
-AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds");
-AUTOCVAR_SAVE(cl_damagetext_2d_velocity, vector, '-25 0 0', "2D damage text move direction (screen coordinates)");
-AUTOCVAR_SAVE(cl_damagetext_2d_overlap_offset, vector, '0 -15 0', "Offset 2D damage text by this much to prevent overlapping (screen coordinates)");
-AUTOCVAR_SAVE(cl_damagetext_2d_close_range, float, 125, "Always use 2D damagetext for hits closer that this");
-AUTOCVAR_SAVE(cl_damagetext_2d_out_of_view, bool, true, "Always use 2D damagetext for hits that occured off-screen");
-
CLASS(DamageText, Object)
ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
ATTRIB(DamageText, text, string, string_null);
ATTRIB(DamageText, m_screen_coords, bool, false);
- STATIC_ATTRIB(DamageText, screen_first, DamageText, NULL);
STATIC_ATTRIB(DamageText, screen_count, int, 0);
void DamageText_draw2d(DamageText this) {
float since_hit = time - this.hit_time;
+ // can't use `dt = hit_time - prev_update_time` because shrinking wouldn't be linear
float size = this.m_size - since_hit * this.m_shrink_rate * this.m_size;
float alpha_ = this.alpha - since_hit * this.fade_rate;
if (alpha_ <= 0 || size <= 0) {
+ IL_REMOVE(g_damagetext, this);
delete(this);
return;
}
+
vector screen_pos;
if (this.m_screen_coords) {
screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
} else {
- screen_pos = project_3d_to_2d(this.origin + since_hit * autocvar_cl_damagetext_velocity) + autocvar_cl_damagetext_offset;
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
+ vector world_offset = since_hit * autocvar_cl_damagetext_velocity_world + autocvar_cl_damagetext_offset_world;
+ vector world_pos = this.origin + world_offset.x * forward + world_offset.y * right + world_offset.z * up;
+ screen_pos = project_3d_to_2d(world_pos) + since_hit * autocvar_cl_damagetext_velocity_screen + autocvar_cl_damagetext_offset_screen;
}
+ screen_pos.y += size / 2;
+
+ // strip trailing spaces
+ string dtext = this.text;
+ int j = strlen(dtext) - 1;
+ while (substring(dtext, j, 1) == " " && j >= 0)
+ --j;
+ if (j < strlen(dtext) - 1)
+ dtext = substring(dtext, 0, j + 1);
+
+ // strip leading spaces
+ j = 0;
+ while (substring(dtext, j, 1) == " " && j < strlen(dtext))
+ ++j;
+ if (j > 0)
+ dtext = substring(dtext, j, strlen(dtext) - j);
+
+ // Center damage text
+ screen_pos.x -= stringwidth(dtext, true, hud_fontsize * 2) * 0.5;
+
if (screen_pos.z >= 0) {
screen_pos.z = 0;
vector rgb;
vector drawfontscale_save = drawfontscale;
drawfontscale = (size / autocvar_cl_damagetext_size_max) * '1 1 0';
+ screen_pos.y -= drawfontscale.x * size / 2;
drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, alpha_, DRAWFLAG_NORMAL);
drawfontscale = drawfontscale_save;
}
}
ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
- void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
+ void DamageText_update(DamageText this, vector _origin, bool screen_coords, int _health, int _armor, int _potential_damage, int _deathtype) {
this.m_healthdamage = _health;
this.m_armordamage = _armor;
this.m_potential_damage = _potential_damage;
this.m_deathtype = _deathtype;
+ this.hit_time = time;
setorigin(this, _origin);
+ this.m_screen_coords = screen_coords;
if (this.m_screen_coords) {
this.alpha = autocvar_cl_damagetext_2d_alpha_start;
} else {
this.alpha = autocvar_cl_damagetext_alpha_start;
}
- this.hit_time = time;
int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
this.m_friendlyfire = _friendlyfire;
this.m_screen_coords = _screen_coords;
if (_screen_coords) {
- this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
- this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
+ if (autocvar_cl_damagetext_2d_alpha_lifetime)
+ this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
+ if (autocvar_cl_damagetext_2d_size_lifetime)
+ this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
} else {
- this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
+ if (autocvar_cl_damagetext_alpha_lifetime)
+ this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
this.m_shrink_rate = 0;
}
- DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
- IL_PUSH(g_drawables_2d, this);
+ DamageText_update(this, _origin, _screen_coords, _health, _armor, _potential_damage, _deathtype);
+ IL_PUSH(g_damagetext, this);
}
DESTRUCTOR(DamageText) {
strfree(this.text);
- if (this == DamageText_screen_first) {
- // start from 0 offset again, hopefully, others (if any) will have faded away by now
- DamageText_screen_first = NULL;
- DamageText_screen_count = 0;
- }
+ --DamageText_screen_count;
}
ENDCLASS(DamageText)
+float current_alpha(entity damage_text) {
+ // alpha doesn't change - actual alpha is always calculated from the initial value
+ return damage_text.alpha - (time - damage_text.hit_time) * damage_text.fade_rate;
+}
+
NET_HANDLE(damagetext, bool isNew)
{
+ make_pure(this);
int server_entity_index = ReadByte();
int deathtype = ReadInt24_t();
int flags = ReadByte();
else potential_damage = ReadShort();
return = true;
- if (!autocvar_cl_damagetext) return;
- if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) return;
+ if (!isNew) return;
+ if (autocvar_cl_damagetext == 0) return;
+ if (friendlyfire) {
+ if (autocvar_cl_damagetext_friendlyfire == 0) return;
+ if (autocvar_cl_damagetext_friendlyfire == 1 && health == 0 && armor == 0) return;
+ }
int client_entity_index = server_entity_index - 1;
entity entcs = entcs_receiver(client_entity_index);
if (can_use_3d && !prefer_2d) {
// world coords
- if (autocvar_cl_damagetext_accumulate_range) {
- for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
- if (e.instanceOfDamageText
- && !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches
- && e.m_group == server_entity_index
- && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
- DamageText_update(e, entcs.origin, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
- return;
- }
+ IL_EACH(g_damagetext, it.m_group == server_entity_index, {
+ if (current_alpha(it) > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
+ DamageText_update(it, entcs.origin, false, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
+ return;
}
- }
- make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));
+ });
+ ++DamageText_screen_count; //3D DamageTexts can later be changed into 2D, increment this just in case
+ NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire);
} else if (autocvar_cl_damagetext_2d && spectatee_status != -1) {
- // never show 2d damagetext when observing - might be a bug in .has_origin
-
// screen coords only
vector screen_pos = vec2(vid_conwidth * autocvar_cl_damagetext_2d_pos.x, vid_conheight * autocvar_cl_damagetext_2d_pos.y);
- IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, {
- DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
+ IL_EACH(g_damagetext, it.m_group == server_entity_index, {
+ DamageText_update(it, screen_pos, true, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
return;
});
- // when hitting multiple enemies, dmgtext would overlap
- if (DamageText_screen_first == NULL) {
- DamageText dt = NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire);
- make_impure(dt);
- DamageText_screen_first = dt;
- DamageText_screen_count = 1;
- } else {
- screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count;
- DamageText_screen_count++;
- make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));
- }
+ // offset when hitting multiple enemies, dmgtext would overlap
+ screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count++;
+ NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire);
}
}