X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fdamagetext%2Fcl_damagetext.qc;h=5f8d8e68230623cb7fad6700b059895c72b5ff49;hp=7da76f7ce0302a9dd3578527951077ffd92ea09c;hb=bc50c2d7ca3e0a44ed1712400ef8e170e6df8210;hpb=3e429efe7622f7ea5c504f2dd5e9e2cd0f91c8cc diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc index 7da76f7ce..5f8d8e682 100644 --- a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc @@ -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)); + } } }