]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/damagetext/damagetext.qc
Merge branch 'master' into martin-t/damagetext
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / damagetext.qc
index 3cca0d9d113b6a44aa385658f87d760f6123c6e2..f89b6caeb06756e014be79005d3eea8dffbfeb96 100644 (file)
-#ifndef MUTATOR_DAMAGETEXT_H
-#define MUTATOR_DAMAGETEXT_H
+#include "damagetext.qh"
 
-#ifdef MENUQC
-#include <menu/xonotic/tab.qh>
-#endif
+#define DAMAGETEXT_PRECISION_MULTIPLIER 128
+#define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
 
-#endif
+const int DTFLAG_SAMETEAM = BIT(0);
+const int DTFLAG_BIG_HEALTH = BIT(1);
+const int DTFLAG_BIG_ARMOR = BIT(2);
+const int DTFLAG_BIG_POTENTIAL = BIT(3);
+const int DTFLAG_NO_ARMOR = BIT(4);
+const int DTFLAG_NO_POTENTIAL = BIT(5);
 
-#ifdef IMPLEMENTATION
 REGISTER_MUTATOR(damagetext, true);
 
-#if defined(CSQC) || defined(MENUQC)
+// || defined(MENUQC)
+#if defined(CSQC)
 // 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}");
+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) {
-    if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
+    // 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,               float,  8,          "Damage text font size");
-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");
-AUTOCVAR_SAVE(cl_damagetext_offset,             vector, '0 -40 0',  "Damage text offset");
-AUTOCVAR_SAVE(cl_damagetext_accumulate_range,   float,  30,         "Damage text spawned within this range is accumulated");
-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_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,  8,          "Damage text font size for small damage");
+AUTOCVAR_SAVE(cl_damagetext_size_min_damage,        float,  0,          "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,  100,        "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");
+AUTOCVAR_SAVE(cl_damagetext_offset,                 vector, '0 -40 0',  "Damage text offset");
+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");
 #endif
 
 #ifdef CSQC
 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)
-    ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
-    ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
-    ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
-    ATTRIB(DamageText, m_group, int, 0)
-    ATTRIB(DamageText, m_friendlyfire, bool, false)
-    ATTRIB(DamageText, m_damage, int, 0)
-    ATTRIB(DamageText, m_armordamage, int, 0)
-    ATTRIB(DamageText, m_deathtype, int, 0)
-    ATTRIB(DamageText, time_prev, float, time)
+    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, 1 / autocvar_cl_damagetext_alpha_lifetime);
+    ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
+    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, time_prev, float, time);
+    ATTRIB(DamageText, text, string, string_null);
 
     void DamageText_draw2d(DamageText this) {
         float dt = time - this.time_prev;
         this.time_prev = time;
         setorigin(this, this.origin + dt * this.velocity);
         this.alpha -= dt * this.fade_rate;
-        if (this.alpha < 0) remove(this);
+        if (this.alpha < 0) delete(this);
         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
         if (pos.z >= 0 && this.m_size > 0) {
             pos.z = 0;
             vector rgb;
             if (this.m_friendlyfire) {
                 rgb = this.m_color_friendlyfire;
-            }
-            else {
+            } 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;
             }
-            string s = autocvar_cl_damagetext_format;
-            s = strreplace("{health}", sprintf("%d", this.m_damage), s);
-            s = strreplace("{armor}",  sprintf("%d", this.m_armordamage), s);
-            s = strreplace("{total}",  sprintf("%d", this.m_damage + this.m_armordamage), s);
-            drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
+
+            vector drawfontscale_save = drawfontscale;
+            drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
+            drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
+            drawfontscale = drawfontscale_save;
         }
     }
-    ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
+    ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
 
-    void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
-        this.m_damage = _health;
+    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);
-        this.alpha = 1;
+        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);
+
+        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}", (
+            (this.m_potential_damage == this.m_healthdamage + this.m_armordamage && autocvar_cl_damagetext_format_hide_redundant)
+                ? ""
+                : sprintf("%d", potential)
+            ), s);
+        s = strreplace("{potential_health}", (
+            (this.m_potential_damage - this.m_armordamage == this.m_healthdamage && 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))
+            );
+        }
+
+        if (this.text) strunzone(this.text);
+        this.text = strzone(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);
     }
 
-    CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
+    CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
         CONSTRUCT(DamageText);
         this.m_group = _group;
         this.m_friendlyfire = _friendlyfire;
-        DamageText_update(this, _origin, _health, _armor, _deathtype);
+        DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
+               IL_PUSH(g_drawables_2d, this);
+    }
+
+    DESTRUCTOR(DamageText) {
+        if (this.text) strunzone(this.text);
     }
 ENDCLASS(DamageText)
 #endif
@@ -93,7 +172,7 @@ ENDCLASS(DamageText)
 REGISTER_NET_TEMP(damagetext)
 
 #ifdef SVQC
-AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
+AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
@@ -102,9 +181,10 @@ MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
     if (SV_DAMAGETEXT_DISABLED()) return;
     const entity attacker = M_ARGV(0, entity);
     const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
-    const int health = M_ARGV(2, int);
-    const int armor = M_ARGV(3, int);
+    const float health = M_ARGV(2, float);
+    const float armor = M_ARGV(3, float);
     const int deathtype = M_ARGV(5, int);
+    const float potential_damage = M_ARGV(6, float);
     const vector location = hit.origin;
     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
         if (
@@ -113,16 +193,38 @@ MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
         ) {
+            int flags = 0;
+            if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
+            if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
+            if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
+            if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
+            if (!armor) flags |= DTFLAG_NO_ARMOR;
+            if (fabs((armor + health) - potential_damage) < 0.0001) flags |= DTFLAG_NO_POTENTIAL;
+
             msg_entity = it;
             WriteHeader(MSG_ONE, damagetext);
-            WriteShort(MSG_ONE, rint(health));
-            WriteShort(MSG_ONE, rint(armor));
             WriteEntity(MSG_ONE, hit);
             WriteCoord(MSG_ONE, location.x);
             WriteCoord(MSG_ONE, location.y);
             WriteCoord(MSG_ONE, location.z);
             WriteInt24_t(MSG_ONE, deathtype);
-            WriteByte(MSG_ONE, SAME_TEAM(hit, attacker));
+            WriteByte(MSG_ONE, flags);
+
+            // we need to send a few decimal places to minimize errors when accumulating damage
+            // sending them multiplied saves bandwidth compared to using WriteCoord,
+            // however if the multiplied damage would be too much for (signed) short, we send an int24
+            if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+            else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+            if (!(flags & DTFLAG_NO_ARMOR))
+            {
+                if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+                else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+            }
+            if (!(flags & DTFLAG_NO_POTENTIAL))
+            {
+                if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+                else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+                       }
         }
     ));
 }
@@ -131,12 +233,22 @@ MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
 #ifdef CSQC
 NET_HANDLE(damagetext, bool isNew)
 {
-    int health = ReadShort();
-    int armor = ReadShort();
     int group = ReadShort();
     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
     int deathtype = ReadInt24_t();
-    bool friendlyfire = ReadByte();
+    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) {
         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
@@ -144,25 +256,27 @@ NET_HANDLE(damagetext, bool isNew)
         }
         if (autocvar_cl_damagetext_accumulate_range) {
             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
-                if (e.instanceOfDamageText && e.m_group == group) {
-                    DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
+                if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
+                    DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
                     return;
                 }
             }
         }
-        NEW(DamageText, group, location, health, armor, deathtype, friendlyfire);
+        make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
     }
 }
 #endif
 
 #ifdef MENUQC
+
+#include <menu/gamesettings.qh>
+
 CLASS(XonoticDamageTextSettings, XonoticTab)
-    #include <menu/gamesettings.qh>
     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
-    ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
-    ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
-    ATTRIB(XonoticDamageTextSettings, rows, float, 15.5)
-    ATTRIB(XonoticDamageTextSettings, columns, float, 5)
+    ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
+    ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
+    ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
+    ATTRIB(XonoticDamageTextSettings, columns, float, 5);
     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
     METHOD(XonoticDamageTextSettings, fill, void(entity this))
@@ -171,9 +285,14 @@ CLASS(XonoticDamageTextSettings, XonoticTab)
         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
         this.TR(this);
-            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
+            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size minimum:")));
+                setDependent(e, "cl_damagetext", 1, 1);
+            this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_min"));
+                setDependent(e, "cl_damagetext", 1, 1);
+        this.TR(this);
+            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size maximum:")));
                 setDependent(e, "cl_damagetext", 1, 1);
-            this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
+            this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max"));
                 setDependent(e, "cl_damagetext", 1, 1);
         this.TR(this);
             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
@@ -196,7 +315,7 @@ CLASS(XonoticDamageTextSettings, XonoticTab)
             this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
                 setDependent(e, "cl_damagetext", 1, 1);
         this.TR(this);
-            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color (Friendly Fire):")));
+            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
@@ -204,4 +323,3 @@ CLASS(XonoticDamageTextSettings, XonoticTab)
     }
 ENDCLASS(XonoticDamageTextSettings)
 #endif
-#endif