1 #include "shownames.qh"
3 #include <client/draw.qh>
4 #include <client/hud/_mod.qh>
5 #include <client/resources.qh>
6 #include <client/view.qh>
7 #include <common/constants.qh>
8 #include <common/ent_cs.qh>
9 #include <common/net_linked.qh>
10 #include <common/teams.qh>
11 #include <lib/csqcmodel/cl_model.qh>
13 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
14 // this.origin = player origin
17 // this.sameteam = player is on same team as local client
18 // this.fadedelay = time to wait before name tag starts fading in for enemies
19 // this.pointtime = last time you pointed at this player
20 // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
22 LinkedList shownames_ent;
23 STATIC_INIT(shownames_ent)
25 shownames_ent = LL_NEW();
26 for (int i = 0; i < maxclients; ++i)
28 entity e = new_pure(shownames_tag);
30 LL_PUSH(shownames_ent, e);
34 const float SHOWNAMES_FADESPEED = 4;
35 const float SHOWNAMES_FADEDELAY = 0.4;
36 void Draw_ShowNames(entity this)
38 if (this.sv_entnum == current_player + 1) // self or spectatee
40 if (!autocvar_chase_active)
43 if (!autocvar_hud_shownames_self
44 && !(spectatee_status > 0 && time <= spectatee_status_changed_time + 1))
50 if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
52 if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
58 traceline(view_origin, this.origin, MOVE_NORMAL, this);
59 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
63 vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
64 if (autocvar_hud_shownames_crosshairdistance)
66 float d = autocvar_hud_shownames_crosshairdistance;
67 float w = o.x - vid_conwidth / 2;
68 float h = o.y - vid_conheight / 2;
69 if (d * d > w * w + h * h) this.pointtime = time;
70 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
72 else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
76 // o.z is < 0 when o is behind me
77 #define OFF_SCREEN(o) (o.z < 0 || o.x < 0 || o.y < 0 || o.x > vid_conwidth || o.y > vid_conheight)
78 if (overlap == -1 && autocvar_hud_shownames_antioverlap)
80 // fade tag out if another tag that is closer to you overlaps
82 LL_EACH(shownames_ent, it != this, {
83 entcs = entcs_receiver(i);
84 if (!(entcs && entcs.has_sv_origin))
86 vector eo = project_3d_to_2d(it.origin);
87 if (OFF_SCREEN(eo)) continue;
89 if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
90 && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
97 if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
98 if (this.csqcmodel_isdead) // dead player, fade out slowly
100 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
102 else if (!this.sameteam && !hit) // view blocked, fade out
104 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
105 this.fadedelay = 0; // reset fade in delay, enemy has left the view
107 else if (OFF_SCREEN(o) || overlap > 0) // out of view or tag overlap detected, fade out
109 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
111 else if (this.sameteam) // fade in for team mates
113 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
115 else if (time > this.fadedelay) // fade in for enemies
117 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
119 float a = autocvar_hud_shownames_alpha * this.alpha;
120 if (!this.sameteam || (this.sv_entnum == player_localentnum))
122 float f = entcs_GetAlpha(this.sv_entnum - 1);
127 if (MUTATOR_CALLHOOK(ShowNames_Draw, this, a)) return;
128 a = M_ARGV(1, float);
129 float dist = -1; // dist will be calculated only when really needed to avoid wasting a vlen call
130 if (autocvar_hud_shownames_maxdistance)
132 float max_dist = min(autocvar_hud_shownames_maxdistance, max_shot_distance);
133 if (vdist(this.origin - view_origin, >=, max_dist))
135 if (vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
137 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
139 dist = vlen(this.origin - view_origin);
140 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
143 else if (vdist(this.origin - view_origin, >=, max_shot_distance))
147 if (autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
149 if (vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
151 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
153 dist = vlen(this.origin - view_origin);
154 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
157 // draw the sprite image
161 vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
162 vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
166 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
167 myPos.y += (mySize.y / resize - mySize.y);
168 // this is where the origin of the string
169 float namewidth = mySize.x;
170 if (autocvar_hud_shownames_status && this.sameteam && !this.csqcmodel_isdead)
172 vector pos = myPos + eY * autocvar_hud_shownames_fontsize * resize;
173 vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
174 if (autocvar_hud_shownames_statusbar_highlight)
175 drawfill(pos + eX * 0.25 * mySize.x, sz, '0.7 0.7 0.7', a / 2, DRAWFLAG_NORMAL);
176 if (this.healthvalue > 0)
178 HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
179 this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
182 if (GetResource(this, RES_ARMOR) > 0)
184 HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
185 GetResource(this, RES_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
189 string s = entcs_GetName(this.sv_entnum - 1);
190 if ((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
191 s = playername(s, entcs_GetTeam(this.sv_entnum - 1), true);
192 drawfontscale = '1 1 0' * resize;
193 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
194 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
195 myPos.x = o.x - (width * resize) / 2;
196 drawcolorcodedstring(myPos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
197 drawfontscale = '1 1 0';
201 void Draw_ShowNames_All()
203 if (!autocvar_hud_shownames) return;
204 LL_EACH(shownames_ent, true, {
205 entity entcs = entcs_receiver(i);
212 assert(getthink(entcs), eprint(entcs));
213 getthink(entcs)(entcs);
214 if (!entcs.has_origin) continue;
215 if (entcs.m_entcs_private)
217 it.healthvalue = entcs.healthvalue;
218 SetResourceExplicit(it, RES_ARMOR, GetResource(entcs, RES_ARMOR));
224 SetResourceExplicit(it, RES_ARMOR, 0);
227 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
228 if ((!it.csqcmodel_isdead || it.alpha > 0) && entcs.origin != it.origin)
229 setorigin(it, entcs.origin);
230 it.csqcmodel_isdead = dead;