#include "shownames.qh" #include "hud/all.qh" #include #include #include #include #include // this.isactive = player is in range and coordinates/status (health and armor) are up to date // this.origin = player origin // this.healthvalue // this.armorvalue // this.sameteam = player is on same team as local client // this.fadedelay = time to wait before name tag starts fading in for enemies // this.pointtime = last time you pointed at this player // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not LinkedList shownames_ent; STATIC_INIT(shownames_ent) { shownames_ent = LL_NEW(); for (int i = 0; i < maxclients; ++i) { entity e = new_pure(shownames_tag); e.sv_entnum = i + 1; LL_PUSH(shownames_ent, e); } } const float SHOWNAMES_FADESPEED = 4; const float SHOWNAMES_FADEDELAY = 0.4; void Draw_ShowNames(entity this) { if (this.sv_entnum == player_localentnum) // self or spectatee if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return; if (!this.sameteam && !autocvar_hud_shownames_enemies) return; bool hit; if (!autocvar_hud_shownames_crosshairdistance && this.sameteam) { hit = true; } else { traceline(view_origin, this.origin, MOVE_NORMAL, this); hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum)); } // handle tag fading bool overlap = false; vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset); float dist = vlen(this.origin - view_origin); if (autocvar_hud_shownames_antioverlap) { // fade tag out if another tag that is closer to you overlaps LL_EACH(shownames_ent, it != this && entcs_receiver(i), { vector eo = project_3d_to_2d(it.origin); if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue; eo.z = 0; if (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance) && vdist((it.origin - view_origin), <, dist)) { overlap = true; break; } }); } bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight); if (autocvar_hud_shownames_crosshairdistance) { float d = autocvar_hud_shownames_crosshairdistance; float w = o.x - vid_conwidth / 2; float h = o.y - vid_conheight / 2; if (d * d > w * w + h * h) this.pointtime = time; if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time) overlap = true; else overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar. } if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY; if (this.csqcmodel_isdead) // dead player, fade out slowly { this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime); } else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out { this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime); this.fadedelay = 0; // reset fade in delay, enemy has left the view } else if (overlap) // tag overlap detected, fade out { this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime); } else if (this.sameteam) // fade in for team mates { this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime); } else if (time > this.fadedelay) // fade in for enemies { this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime); } float a = autocvar_hud_shownames_alpha * this.alpha; // multiply by player alpha if (!this.sameteam || (this.sv_entnum == player_localentnum)) { float f = entcs_GetAlpha(this.sv_entnum - 1); if (f == 0) f = 1; if (f < 0) f = 0; // FIXME: alpha is negative when dead, breaking death fade if (!this.csqcmodel_isdead) a *= f; } if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return; if (autocvar_hud_shownames_maxdistance) { if (dist >= autocvar_hud_shownames_maxdistance) return; float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance; a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f; } if (!a) return; float resize = 1; if (autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable { float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance; resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f; } // draw the sprite image if (o.z >= 0) { o.z = 0; vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize; vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y; // size scaling mySize.x *= resize; mySize.y *= resize; myPos.x += 0.5 * (mySize.x / resize - mySize.x); myPos.y += (mySize.y / resize - mySize.y); // this is where the origin of the string vector namepos = myPos; float namewidth = mySize.x; if (autocvar_hud_shownames_status && this.sameteam) { vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize; vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height; if (this.healthvalue > 0) { HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar", this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a, DRAWFLAG_NORMAL); } if (this.armorvalue > 0) { HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar", this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a, DRAWFLAG_NORMAL); } } string s = entcs_GetName(this.sv_entnum - 1); if ((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1)); drawfontscale = '1 1 0' * resize; s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors); float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize); if (width != namewidth) namepos.x += (namewidth - width) / 2; drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL); drawfontscale = '1 1 0'; } } void Draw_ShowNames_All() { if (!autocvar_hud_shownames) return; LL_EACH(shownames_ent, true, { entity entcs = entcs_receiver(i); if (!entcs) { make_pure(it); continue; } make_impure(it); assert(getthink(entcs), eprint(entcs)); WITHSELF(entcs, getthink(entcs)(entcs)); if (!entcs.has_origin) continue; if (entcs.m_entcs_private) { it.healthvalue = entcs.healthvalue; it.armorvalue = entcs.armorvalue; it.sameteam = true; } else { it.healthvalue = 0; it.armorvalue = 0; it.sameteam = false; } bool dead = entcs_IsDead(i) || entcs_IsSpectating(i); if (!it.csqcmodel_isdead) setorigin(it, entcs.origin); it.csqcmodel_isdead = dead; Draw_ShowNames(it); }); }