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");
-AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
+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(cl_damagetext_2d, bool, true, "Show damagetext in 2D coordinated if the enemy's location is not known");
+AUTOCVAR(cl_damagetext_2d_pos, vector, '0.47 0.53 0', "2D damage text initial position (X and Y between 0 and 1)");
+AUTOCVAR(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha");
+AUTOCVAR(cl_damagetext_2d_alpha_lifetime, float, 1.3, "2D damage text lifetime (alpha fading) in seconds");
+AUTOCVAR(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds");
+AUTOCVAR(cl_damagetext_2d_velocity, vector, '-25 0 0', "2D damage text move direction (screen coordinates)");
+AUTOCVAR(cl_damagetext_2d_overlap_offset, vector, '0 -15 0', "Offset 2D damage text by this much to prevent overlapping (screen coordinates)");
+AUTOCVAR(cl_damagetext_2d_close_range, float, 125, "Always use 2D damagetext for hits closer that this");
+AUTOCVAR(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, m_size, float, autocvar_cl_damagetext_size_min);
ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
- ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
- ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
+ ATTRIB(DamageText, fade_rate, float, 0);
+ ATTRIB(DamageText, m_shrink_rate, float, 0);
ATTRIB(DamageText, m_group, int, 0);
ATTRIB(DamageText, m_friendlyfire, bool, false);
ATTRIB(DamageText, m_healthdamage, int, 0);
ATTRIB(DamageText, m_armordamage, int, 0);
ATTRIB(DamageText, m_potential_damage, int, 0);
ATTRIB(DamageText, m_deathtype, int, 0);
- ATTRIB(DamageText, time_prev, float, time);
+ ATTRIB(DamageText, hit_time, float, 0);
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 dt = time - this.time_prev;
- this.time_prev = time;
- setorigin(this, this.origin + dt * this.velocity);
- this.alpha -= dt * this.fade_rate;
- if (this.alpha < 0)
- {
+ float since_hit = time - this.hit_time;
+ 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) {
delete(this);
return;
}
- vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
- if (pos.z >= 0 && this.m_size > 0) {
- pos.z = 0;
+ 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;
+ }
+ if (screen_pos.z >= 0) {
+ screen_pos.z = 0;
vector rgb;
if (this.m_friendlyfire) {
rgb = this.m_color_friendlyfire;
}
vector drawfontscale_save = drawfontscale;
- drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
- drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
+ drawfontscale = (size / autocvar_cl_damagetext_size_max) * '1 1 0';
+ drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, alpha_, DRAWFLAG_NORMAL);
drawfontscale = drawfontscale_save;
}
}
this.m_potential_damage = _potential_damage;
this.m_deathtype = _deathtype;
setorigin(this, _origin);
- this.alpha = autocvar_cl_damagetext_alpha_start;
+ 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);
autocvar_cl_damagetext_size_max);
}
- CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
+ CONSTRUCTOR(DamageText, int _group, vector _origin, bool _screen_coords, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
CONSTRUCT(DamageText);
this.m_group = _group;
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;
+ } else {
+ 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);
+ IL_PUSH(g_drawables_2d, this);
}
DESTRUCTOR(DamageText) {
if (this.text) strunzone(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;
+ }
}
ENDCLASS(DamageText)
NET_HANDLE(damagetext, bool isNew)
{
- int group = ReadShort();
- vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
+ int server_entity_index = ReadByte();
int deathtype = ReadInt24_t();
int flags = ReadByte();
bool friendlyfire = flags & DTFLAG_SAMETEAM;
else potential_damage = ReadShort();
return = true;
- if (autocvar_cl_damagetext) {
- if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
- return;
- }
+ if (!autocvar_cl_damagetext) return;
+ if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) return;
+
+ int client_entity_index = server_entity_index - 1;
+ entity entcs = entcs_receiver(client_entity_index);
+
+ bool can_use_3d = entcs && entcs.has_origin;
+ bool too_close = vdist(entcs.origin - view_origin, <, autocvar_cl_damagetext_2d_close_range);
+ bool prefer_in_view = autocvar_cl_damagetext_2d_out_of_view && !projected_on_screen(project_3d_to_2d(entcs.origin));
+ bool prefer_2d = spectatee_status != -1 && autocvar_cl_damagetext_2d && (too_close || prefer_in_view);
+
+ if (can_use_3d && !prefer_2d) {
+ // world coords
if (autocvar_cl_damagetext_accumulate_range) {
- for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
- if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
- DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
+ 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;
}
}
}
- make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
+ make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));
+ } else if (autocvar_cl_damagetext_2d) {
+ // 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);
+ 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));
+ }
}
}