#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, 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);
- 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))
- );
- }
-
- strcpy(this.text, s);
-
- 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) {
- 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) {
- 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;
- DamageText_screen_count = 0;
- }
- }
+ 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_count, int, 0);
+
+ void DamageText_draw2d(DamageText this)
+ {
+ float since_hit = time - this.hit_time;
+ // can't use `dt = hit_time - prev_update_time` because shrinking wouldn't be linear
+ float size = this.m_size - since_hit * this.m_shrink_rate * this.m_size;
+ float alpha_ = this.alpha - since_hit * this.fade_rate;
+ bool haslifetime = (autocvar_cl_damagetext_lifetime < 0 // negative ignores lifetime
+ || (since_hit < autocvar_cl_damagetext_lifetime));
+ if (alpha_ <= 0 || size <= 0 || !haslifetime)
+ {
+ IL_REMOVE(g_damagetext, this);
+ delete(this);
+ return;
+ }
+
+ vector screen_pos;
+ if (this.m_screen_coords)
+ screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
+ else
+ {
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
+
+ vector world_offset = since_hit * autocvar_cl_damagetext_velocity_world
+ + autocvar_cl_damagetext_offset_world;
+ vector world_pos = this.origin
+ + world_offset.x * forward
+ + world_offset.y * right
+ + world_offset.z * up;
+
+ screen_pos = project_3d_to_2d(world_pos)
+ + (since_hit * autocvar_cl_damagetext_velocity_screen)
+ + autocvar_cl_damagetext_offset_screen;
+ }
+ screen_pos.y += size / 2;
+
+ // strip trailing spaces
+ string dtext = this.text;
+ int j = strlen(dtext) - 1;
+ while (substring(dtext, j, 1) == " " && j >= 0)
+ --j;
+ if (j < strlen(dtext) - 1)
+ dtext = substring(dtext, 0, j + 1);
+
+ // strip leading spaces
+ j = 0;
+ while (substring(dtext, j, 1) == " " && j < strlen(dtext))
+ ++j;
+ if (j > 0)
+ dtext = substring(dtext, j, strlen(dtext) - j);
+
+ // Center damage text
+ screen_pos.x -= stringwidth(dtext, true, hud_fontsize * 2) * 0.5;
+
+ 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';
+ screen_pos.y -= drawfontscale.x * size / 2;
+ 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, bool screen_coords,
+ 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;
+ this.hit_time = time;
+ setorigin(this, _origin);
+ this.m_screen_coords = screen_coords;
+ if (this.m_screen_coords)
+ this.alpha = autocvar_cl_damagetext_2d_alpha_start;
+ else
+ 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))
+ );
+ }
+
+ strcpy(this.text, s);
+
+ 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)
+ {
+ CONSTRUCT(DamageText);
+ this.m_group = _group;
+ this.m_friendlyfire = _friendlyfire;
+ this.m_screen_coords = _screen_coords;
+ if (_screen_coords)
+ {
+ if (autocvar_cl_damagetext_2d_alpha_lifetime)
+ this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
+ if (autocvar_cl_damagetext_2d_size_lifetime)
+ this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
+ }
+ else
+ {
+ if (autocvar_cl_damagetext_alpha_lifetime)
+ this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
+ this.m_shrink_rate = 0;
+ }
+ DamageText_update(this, _origin, _screen_coords,
+ _health, _armor, _potential_damage, _deathtype);
+ IL_PUSH(g_damagetext, this);
+ }
+
+ DESTRUCTOR(DamageText)
+ {
+ strfree(this.text);
+ --DamageText_screen_count;
+ }
ENDCLASS(DamageText)
+float current_alpha(entity damage_text)
+{
+ // alpha doesn't change - actual alpha is always calculated from the initial value
+ return damage_text.alpha - (time - damage_text.hit_time) * damage_text.fade_rate;
+}
+
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);
-
- 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) {
- 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));
- } else if (autocvar_cl_damagetext_2d && spectatee_status != -1) {
- // never show 2d damagetext when observing - might be a bug in .has_origin
-
- // 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));
- }
- }
+ make_pure(this);
+ 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 (!isNew) return;
+ if (autocvar_cl_damagetext == 0) return;
+ if (friendlyfire)
+ {
+ if (autocvar_cl_damagetext_friendlyfire == 0)
+ return;
+
+ if (autocvar_cl_damagetext_friendlyfire == 1
+ && health == 0 && armor == 0)
+ return;
+ }
+
+ int client_entity_index = server_entity_index - 1;
+ entity entcs = entcs_receiver(client_entity_index);
+
+ 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);
+
+ vector position;
+ bool is2d;
+ entity entDT = NULL; // which DT to update
+
+ float alphathreshold = autocvar_cl_damagetext_accumulate_alpha_rel
+ * autocvar_cl_damagetext_alpha_start;
+
+ // check if this entity already has a DamageText for it
+ IL_EACH(g_damagetext, it.m_group == server_entity_index, {
+ // if the time window where damage accumulates closes,
+ // disown the parent entity from this DamageText
+ // and (likely) give the entity a new DT afterwards
+ // this should only cancel damage accumulation for this DT
+ if ((autocvar_cl_damagetext_accumulate_lifetime >= 0) // negative never disowns
+ && (time - it.hit_time > autocvar_cl_damagetext_accumulate_lifetime)
+ && (current_alpha(it) > alphathreshold))
+ {
+ it.m_group = 0;
+ }
+ else
+ {
+ health += it.m_healthdamage;
+ armor += it.m_armordamage;
+ potential_damage += it.m_potential_damage;
+
+ entDT = it;
+ }
+ break;
+ });
+
+ if (can_use_3d && !prefer_2d)
+ {
+ // world coords
+ is2d = false;
+ position = entcs.origin;
+
+ if (entDT)
+ goto updateDT;
+
+ // 3D DamageTexts can later be changed into 2D,
+ // increment this here just in case
+ ++DamageText_screen_count;
+ goto spawnnewDT;
+ }
+ else if (autocvar_cl_damagetext_2d && spectatee_status != -1)
+ {
+ // screen coords only
+ is2d = true;
+ position = vec2(vid_conwidth * autocvar_cl_damagetext_2d_pos.x,
+ vid_conheight * autocvar_cl_damagetext_2d_pos.y);
+
+ if (entDT)
+ goto updateDT;
+
+ // offset when hitting multiple enemies, dmgtext would overlap
+ position += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count++;
+ goto spawnnewDT;
+ }
+ return;
+
+LABEL(updateDT)
+ DamageText_update(entDT, position, is2d, health, armor, potential_damage, deathtype);
+ return;
+
+LABEL(spawnnewDT)
+ NEW(DamageText, server_entity_index, position, is2d,
+ health, armor, potential_damage, deathtype, friendlyfire);
+ return;
}