#include "cl_damagetext.qh" // no translatable cvar description please AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy"); AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}, {potential}: full damage not capped to target's health, {potential_health}: health damage not capped to target's health"); AUTOCVAR_SAVE(cl_damagetext_format_verbose, bool, false, "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ"); AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant, bool, false, "hide {armor} if 0; hide {potential} and {potential_health} when same as actual"); STATIC_INIT(DamageText_LegacyFormat) { // damagetext used to be off by default and the cvar got saved in people's configs along with the old format // enable damagetext while updating the format for a one time effect if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) { localcmd("\nseta cl_damagetext 1\n"); localcmd("\nseta cl_damagetext_format -{total}\n"); }; } AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color"); AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color"); AUTOCVAR_SAVE(cl_damagetext_size_min, float, 10, "Damage text font size for small damage"); AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 25, "How much damage is considered small"); AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large 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_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_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, 1.5, "2D damage text lifetime (alpha fading) in seconds"); AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "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)"); 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, 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, 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 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 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; } else { rgb = this.m_color; } if (autocvar_cl_damagetext_color_per_weapon) { Weapon w = DEATH_WEAPONOF(this.m_deathtype); if (w != WEP_Null) rgb = w.wpcolor; } vector drawfontscale_save = drawfontscale; 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; } } ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d); void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) { this.m_healthdamage = _health; this.m_armordamage = _armor; this.m_potential_damage = _potential_damage; this.m_deathtype = _deathtype; setorigin(this, _origin); 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); int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER); int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER); int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER); bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5); string s = autocvar_cl_damagetext_format; s = strreplace("{armor}", ( (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant) ? "" : sprintf("%d", armor) ), s); s = strreplace("{potential}", ( (redundant && autocvar_cl_damagetext_format_hide_redundant) ? "" : sprintf("%d", potential) ), s); s = strreplace("{potential_health}", ( (redundant && autocvar_cl_damagetext_format_hide_redundant) ? "" : sprintf("%d", potential_health) ), s); s = strreplace("{health}", ( (health == potential_health || !autocvar_cl_damagetext_format_verbose) ? sprintf("%d", health) : sprintf("%d (%d)", health, potential_health) ), s); s = strreplace("{total}", ( (total == potential || !autocvar_cl_damagetext_format_verbose) ? sprintf("%d", total) : sprintf("%d (%d)", total, potential) ), s); // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future // so players can use them on new servers and still have working damagetext on old ones while (true) { int opening_pos = strstrofs(s, "{", 0); if (opening_pos == -1) break; int closing_pos = strstrofs(s, "}", opening_pos); if (closing_pos == -1 || closing_pos <= opening_pos) break; s = strcat( substring(s, 0, opening_pos), substring_range(s, closing_pos + 1, strlen(s)) ); } if (this.text) strunzone(this.text); this.text = strzone(s); float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min; float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage; float scale_factor = size_range / damage_range; this.m_size = bound( autocvar_cl_damagetext_size_min, (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min, autocvar_cl_damagetext_size_max); } 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); } 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 server_entity_index = ReadByte(); int deathtype = ReadInt24_t(); int flags = ReadByte(); bool friendlyfire = flags & DTFLAG_SAMETEAM; int health, armor, potential_damage; if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t(); else health = ReadShort(); if (flags & DTFLAG_NO_ARMOR) armor = 0; else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t(); else armor = ReadShort(); if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor; else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t(); else potential_damage = ReadShort(); return = true; 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); 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 { // world coords if (autocvar_cl_damagetext_accumulate_range) { 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, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire)); } }