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(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");
+AUTOCVAR_SAVE(cl_damagetext_2d, bool, true, "Show damagetext in 2D coordinated if the enemy's location is not known");
+AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.53 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, 1.3, "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, '-25 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_SAVE(cl_damagetext_2d_close_range, float, 125, "Always use 2D damagetext for hits closer that this");
+AUTOCVAR_SAVE(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);
);
}
- if (this.text) strunzone(this.text);
- this.text = strzone(s);
+ strcpy(this.text, 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);
+ this.m_size = map_bound_ranges(potential,
+ autocvar_cl_damagetext_size_min_damage, autocvar_cl_damagetext_size_max_damage,
+ 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) {
}
DESTRUCTOR(DamageText) {
- if (this.text) strunzone(this.text);
+ strfree(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;
int client_entity_index = server_entity_index - 1;
entity entcs = entcs_receiver(client_entity_index);
- 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)))) {
+ bool can_use_3d = entcs && entcs.has_origin;
+ bool too_close = vdist(entcs.origin - view_origin, <, autocvar_cl_damagetext_2d_close_range);
+ bool prefer_in_view = autocvar_cl_damagetext_2d_out_of_view && !projected_on_screen(project_3d_to_2d(entcs.origin));
+ bool prefer_2d = spectatee_status != -1 && autocvar_cl_damagetext_2d && (too_close || prefer_in_view);
+
+ if (can_use_3d && !prefer_2d) {
// world coords
if (autocvar_cl_damagetext_accumulate_range) {
for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
}
}
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;
+ } else if (autocvar_cl_damagetext_2d && spectatee_status != -1) {
+ // never show 2d damagetext when observing - might be a bug in .has_origin
- 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;
- });
+ // screen coords only
+ vector screen_pos = vec2(vid_conwidth * autocvar_cl_damagetext_2d_pos.x, 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));
+ // 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));
+ }
}
}