]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
optional 2d damagetext when too close or out of view, use AUTOCVAR for now for testing
authorMartin Taibr <taibr.martin@gmail.com>
Thu, 11 May 2017 18:27:51 +0000 (20:27 +0200)
committerMartin Taibr <taibr.martin@gmail.com>
Thu, 11 May 2017 18:27:51 +0000 (20:27 +0200)
defaultXonotic.cfg
qcsrc/client/miscfunctions.qc
qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc

index 9f8e2530745a57bb46c21f46f7a04ba638ef572f..a1ef7ba5078ac271dbc9fc08a72ec11e10b35e11 100644 (file)
@@ -816,10 +816,12 @@ seta cl_damagetext_friendlyfire_color "1 0 0" "Damage text color for friendlyfir
 
 seta cl_damagetext_2d_pos "0.47 0.47 0" "2D damage text initial position (X and Y between 0 and 1)"
 seta cl_damagetext_2d_alpha_start 1 "2D damage text initial alpha"
-seta cl_damagetext_2d_alpha_lifetime 1 "2D damage text lifetime (alpha fading) in seconds"
-seta cl_damagetext_2d_size_lifetime 2 "2D damage text lifetime (size shrinking) in seconds"
-seta cl_damagetext_2d_velocity "-20 0 0" "2D damage text move direction (screen coordinates)"
+seta cl_damagetext_2d_alpha_lifetime 1.3 "2D damage text lifetime (alpha fading) in seconds"
+seta cl_damagetext_2d_size_lifetime 3 "2D damage text lifetime (size shrinking) in seconds"
+seta cl_damagetext_2d_velocity "-15 0 0" "2D damage text move direction (screen coordinates)"
 seta cl_damagetext_2d_overlap_offset "0 -15 0" "Offset 2D damage text by this much to prevent overlapping (screen coordinates)"
+seta cl_damagetext_2d_close_range 125 "Always use 2D damagetext for hits closer that this"
+seta cl_damagetext_2d_out_of_view 1 "Always use 2D damagetext for hits that occured off-screen"
 
 seta cl_vehicles_alarm 1 "Play an alarm sound when the vehicle you are driving is heavily damaged"
 seta cl_vehicles_hud_tactical 1
index a0d7b8789c2273ad34ed1cbe9750a2eb795e205c..76d145ec82e1bba840b320f457067dbf7301035c 100644 (file)
@@ -192,6 +192,15 @@ vector project_3d_to_2d(vector vec)
        return vec;
 }
 
+bool projected_on_screen(vector screen_pos)
+{
+    return screen_pos.z >= 0
+        && screen_pos.x >= 0
+        && screen_pos.y >= 0
+        && screen_pos.x < vid_conwidth
+        && screen_pos.y < vid_conheight;
+}
+
 float expandingbox_sizefactor_from_fadelerp(float fadelerp)
 {
        return 1.2 / (1.2 - fadelerp);
@@ -609,4 +618,3 @@ vector Accuracy_GetColor(float accuracy)
        color = color + factor * (acc_col[j+1] - color);
        return color;
 }
-
index 38db0e656cdb299f1a15ed29c0340663afedc7aa..7da76f7ce0302a9dd3578527951077ffd92ea09c 100644 (file)
@@ -27,12 +27,16 @@ AUTOCVAR_SAVE(cl_damagetext_accumulate_range,       float,  30,         "Damage
 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_pos,                 vector, '0.47 0.47 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,        "2D damage text lifetime (alpha fading) in seconds");
-AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime,       float,  2,          "2D damage text lifetime (size shrinking) in seconds");
-AUTOCVAR_SAVE(cl_damagetext_2d_velocity,            vector, '-20 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(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 0.47 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, '-15 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);
@@ -212,29 +216,9 @@ NET_HANDLE(damagetext, bool isNew)
 
     int client_entity_index = server_entity_index - 1;
     entity entcs = entcs_receiver(client_entity_index);
-    if (!entcs || !entcs.has_origin) {
-        // screen coords only
-        vector screen_pos = '0 0 0';
-        screen_pos.x = vid_conwidth * autocvar_cl_damagetext_2d_pos.x;
-        screen_pos.y = 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));
-        }
-    } else {
+    if (entcs && entcs.has_origin && vdist(entcs.origin - view_origin, >, autocvar_cl_damagetext_2d_close_range)
+        && (!autocvar_cl_damagetext_2d_out_of_view || projected_on_screen(project_3d_to_2d(entcs.origin)))) {
+
         // world coords
         if (autocvar_cl_damagetext_accumulate_range) {
             for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
@@ -248,5 +232,30 @@ NET_HANDLE(damagetext, bool isNew)
             }
         }
         make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));
+        return;
+    }
+
+    // screen coords only
+    if (!autocvar_cl_damagetext_2d) return;
+
+    vector screen_pos = '0 0 0';
+    screen_pos.x = vid_conwidth * autocvar_cl_damagetext_2d_pos.x;
+    screen_pos.y = 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));
     }
 }