]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc
Fix some damagetext accumulation edge cases
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / cl_damagetext.qc
index d398ecf3aae553245dd3f7727120d46cf4ff0871..8383626fc718733f0cfc76f0e5daa69b1166df76 100644 (file)
 #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_screen,        vector, '0 0 0',    "Damage text move direction (screen coordinates)");
-AUTOCVAR_SAVE(cl_damagetext_velocity_world,         vector, '0 0 20',   "Damage text move direction (world coordinates relative to player's view)");
-AUTOCVAR_SAVE(cl_damagetext_offset_screen,          vector, '0 -45 0',  "Damage text offset (screen coordinates)");
-AUTOCVAR_SAVE(cl_damagetext_offset_world,           vector, '0 0 0',    "Damage text offset (world coordinates relative to player's view)");
-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,           int,    1,          "0: never show for friendly fire, 1: when more than 0 damage, 2: always");
-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 coordinates 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 occurred 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;
-        // 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;
-        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 {
-            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;
-
-        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, 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;
+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)
 {
-    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);
-
-    if (can_use_3d && !prefer_2d) {
-        // world coords
-        // 1 as min because shotgun sends damagetext per pellet (see https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/1994).
-        for (entity e = findradius(entcs.origin, max(autocvar_cl_damagetext_accumulate_range, 1)); 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
-                && current_alpha(e) > 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;
 }