#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"); AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset"); 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"); 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, 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, text, string, string_null); 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) { 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 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 = (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 = 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); this.alpha = autocvar_cl_damagetext_alpha_start; 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, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) { CONSTRUCT(DamageText); this.m_group = _group; this.m_friendlyfire = _friendlyfire; DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype); IL_PUSH(g_drawables_2d, this); } DESTRUCTOR(DamageText) { if (this.text) strunzone(this.text); } ENDCLASS(DamageText) NET_HANDLE(damagetext, bool isNew) { int group = ReadShort(); vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord()); 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) { if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) { return; } 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); return; } } } make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire)); } }