]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc
Merge branch 'master' into terencehill/min_spec_time
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / cl_damagetext.qc
index 7da76f7ce0302a9dd3578527951077ffd92ea09c..5f8d8e68230623cb7fad6700b059895c72b5ff49 100644 (file)
@@ -28,15 +28,15 @@ AUTOCVAR_SAVE(cl_damagetext_accumulate_alpha_rel,   float,  0.65,       "Only up
 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);
@@ -155,16 +155,11 @@ CLASS(DamageText, Object)
             );
         }
 
-        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) {
@@ -184,7 +179,7 @@ CLASS(DamageText, Object)
     }
 
     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;
@@ -216,9 +211,13 @@ NET_HANDLE(damagetext, bool isNew)
 
     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) {
@@ -232,30 +231,26 @@ NET_HANDLE(damagetext, bool isNew)
             }
         }
         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));
+        }
     }
 }