]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/shownames.qc
Merge remote-tracking branch 'origin/divVerent/new-laser-by-morphed'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
index b13f6122c268cdaaa1b4cd18a0783ff70387d82d..5309c555e6085050b6a37b36509cf010964c2deb 100644 (file)
@@ -4,15 +4,21 @@
 // self.armorvalue
 // self.sameteam = player is on same team as local client
 // self.fadedelay = time to wait before name tag starts fading in for enemies
-//
+// self.pointtime = last time you pointed at this player
+// self.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
+
 const float SHOWNAMES_FADESPEED = 4;
-const float SHOWNAMES_FADEDELAY = 0.5;
+const float SHOWNAMES_FADEDELAY = 0.4;
 void Draw_ShowNames(entity ent)
 {
        if(!autocvar_hud_shownames)
                return;
        
+#ifdef COMPAT_XON050_ENGINE
        if((ent.sv_entnum == player_localentnum) || (ent.sv_entnum == spectatee_status)) // ent is me or person i'm spectating
+#else
+       if(ent.sv_entnum == player_localentnum) // ent is me or person i'm spectating
+#endif
                if not (autocvar_hud_shownames_self && autocvar_chase_active) 
                        return;
 
@@ -21,25 +27,27 @@ void Draw_ShowNames(entity ent)
        if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies))
        {
                ent.origin_z += autocvar_hud_shownames_offset;
-
+       
                float hit;
-               if(ent.sameteam)
+               if(ent.sameteam && !autocvar_hud_shownames_crosshairdistance)
                {
                        hit = 1;
                }
                else
                {
                        traceline(view_origin, ent.origin, MOVE_NORMAL, ent);
-                       if(trace_fraction < 1 && trace_networkentity != ent.sv_entnum)
+                       if(trace_fraction < 1 && (trace_networkentity != ent.sv_entnum && trace_ent.entnum != ent.sv_entnum))
                                hit = 0;
                        else
                                hit = 1;
                }
 
+               // handle tag fading
+               float overlap, onscreen, crosshairdistance;
                vector o, eo;
+               
                o = project_3d_to_2d(ent.origin);
-               float overlap, onscreen;
-
+               
                if(autocvar_hud_shownames_antioverlap)
                {
                        // fade tag out if another tag that is closer to you overlaps
@@ -62,6 +70,18 @@ void Draw_ShowNames(entity ent)
                }
 
                onscreen = (o_z >= 0 && o_x >= 0 && o_y >= 0 && o_x <= vid_conwidth && o_y <= vid_conheight);
+               crosshairdistance = sqrt( pow(o_x - vid_conwidth/2, 2) + pow(o_y - vid_conheight/2, 2) );
+               
+               if(autocvar_hud_shownames_crosshairdistance)
+               {
+                       if(autocvar_hud_shownames_crosshairdistance > crosshairdistance)
+                               ent.pointtime = time;
+                               
+                       if not(ent.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(!ent.fadedelay)
                        ent.fadedelay = time + SHOWNAMES_FADEDELAY;
@@ -71,7 +91,7 @@ void Draw_ShowNames(entity ent)
                        ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
                        ent.fadedelay = 0; // reset fade in delay, enemy has left the view
                }
-               else if(ent.healthvalue < 1) // dead player, fade out slowly
+               else if(ent.csqcmodel_isdead) // dead player, fade out slowly
                        ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime); 
                else if(overlap) // tag overlap detected, fade out
                        ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
@@ -198,6 +218,8 @@ void Draw_ShowNames_All()
                e.origin = getplayerorigin(i);
                if(e.origin == GETPLAYERORIGIN_ERROR)
                        continue;
+                       
+               e.csqcmodel_isdead = getplayerisdead(i);
 
                Draw_ShowNames(e);
        }