#include "damagetext.qh"
+#define DAMAGETEXT_PRECISION_MULTIPLIER 128
+#define DAMAGETEXT_MAX_SHORT 255 // 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER - 1
+
REGISTER_MUTATOR(damagetext, true);
#if defined(CSQC) || defined(MENUQC)
if (w != WEP_Null) rgb = w.wpcolor;
}
string s = autocvar_cl_damagetext_format;
- s = strreplace("{health}", sprintf("%d", rint(this.m_damage / 100)), s);
- s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / 100)), s);
- s = strreplace("{total}", sprintf("%d", rint((this.m_damage + this.m_armordamage) / 100)), s);
+ s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
+ s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
+ s = strreplace("{total}", sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
}
}
if (SV_DAMAGETEXT_DISABLED()) return;
const entity attacker = M_ARGV(0, entity);
const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
- const int health = M_ARGV(2, int);
- const int armor = M_ARGV(3, int);
+ const float health = M_ARGV(2, float);
+ const float armor = M_ARGV(3, float);
const int deathtype = M_ARGV(5, int);
const vector location = hit.origin;
FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
(SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
(SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
) {
+ int flags = SAME_TEAM(hit, attacker); // BIT(0)
+ if (health > DAMAGETEXT_MAX_SHORT) flags |= BIT(1);
+ if (armor > DAMAGETEXT_MAX_SHORT) flags |= BIT(2);
+
msg_entity = it;
WriteHeader(MSG_ONE, damagetext);
-
- // we need a few decimal places to avoid errors when accumulating damage
- // sending them this way saves bandwidth compared to WriteCoord
- WriteShort(MSG_ONE, health * 100);
- WriteShort(MSG_ONE, armor * 100);
-
WriteEntity(MSG_ONE, hit);
WriteCoord(MSG_ONE, location.x);
WriteCoord(MSG_ONE, location.y);
WriteCoord(MSG_ONE, location.z);
WriteInt24_t(MSG_ONE, deathtype);
- WriteByte(MSG_ONE, SAME_TEAM(hit, attacker));
+ WriteByte(MSG_ONE, flags);
+
+ // we need to send a few decimal places to minimize errors when accumulating damage
+ // sending them multiplied saves bandwidth compared to using WriteCoord,
+ // however if the multiplied damage would be too much for (signed) short, we send an int24
+ if (health > DAMAGETEXT_MAX_SHORT) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ if (armor > DAMAGETEXT_MAX_SHORT) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
}
));
}
#ifdef CSQC
NET_HANDLE(damagetext, bool isNew)
{
- int health = ReadShort();
- int armor = ReadShort();
int group = ReadShort();
vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
int deathtype = ReadInt24_t();
- bool friendlyfire = ReadByte();
+ int flags = ReadByte();
+ bool friendlyfire = flags & 1;
+
+ int health, armor;
+ if (flags & BIT(1)) health = ReadInt24_t();
+ else health = ReadShort();
+ if (flags & BIT(2)) armor = ReadInt24_t();
+ else armor = ReadShort();
+
return = true;
if (autocvar_cl_damagetext) {
if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
setDependent(e, "cl_damagetext", 1, 1);
this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color (Friendly Fire):")));
+ this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);