X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fdamagetext%2Fcl_damagetext.qc;h=c6cc40effeda874c00bafb3f4c949c28e280e2f1;hb=62d736d8c3a51baf5fa3a4265e39a2b773704a91;hp=5f8d8e68230623cb7fad6700b059895c72b5ff49;hpb=ca48b1e339d35a75bb0e3540e8b570f74b084bf4;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc index 5f8d8e682..c6cc40eff 100644 --- a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc @@ -21,14 +21,16 @@ AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "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_velocity_screen, vector, '0 0 0', "Damage text move direction (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_velocity_world, vector, '0 0 20', "Damage text move direction (world coordinates relative to player's view)"); +AUTOCVAR_SAVE(cl_damagetext_offset_screen, vector, '0 -40 0', "Damage text offset (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_offset_world, vector, '0 0 0', "Damage text offset (world coordinates relative to player's view)"); 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, int, 1, "0: never show for friendly fire, 1: when more than 0 damage, 2: always"); 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, bool, true, "Show damagetext in 2D coordinates 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"); @@ -36,7 +38,7 @@ AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D dama 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"); +AUTOCVAR_SAVE(cl_damagetext_2d_out_of_view, bool, true, "Always use 2D damagetext for hits that occurred off-screen"); CLASS(DamageText, Object) ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color); @@ -60,6 +62,7 @@ CLASS(DamageText, Object) 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) { @@ -70,7 +73,10 @@ CLASS(DamageText, Object) 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; + makevectors(view_angles); + vector world_offset = since_hit * autocvar_cl_damagetext_velocity_world + autocvar_cl_damagetext_offset_world; + vector world_pos = this.origin + world_offset.x * v_forward + world_offset.y * v_right + world_offset.z * v_up; + screen_pos = project_3d_to_2d(world_pos) + since_hit * autocvar_cl_damagetext_velocity_screen + autocvar_cl_damagetext_offset_screen; } if (screen_pos.z >= 0) { screen_pos.z = 0; @@ -188,6 +194,11 @@ CLASS(DamageText, Object) } 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) { int server_entity_index = ReadByte(); @@ -206,8 +217,11 @@ NET_HANDLE(damagetext, bool isNew) else potential_damage = ReadShort(); return = true; - if (!autocvar_cl_damagetext) return; - if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) 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); @@ -224,7 +238,7 @@ NET_HANDLE(damagetext, bool isNew) 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) { + && current_alpha(e) > 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; }