1 // self.isactive = player is in range and coordinates/status (health and armor) are up to date
2 // self.origin = player origin TODO: should maybe move this so it's the origin of the shownames tag already in SSQC for culling?
5 // self.sameteam = player is on same team as local client
6 // self.fadedelay = time to wait before name tag starts fading in for enemies
7 // self.pointtime = last time you pointed at this player
8 // self.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
10 const float SHOWNAMES_FADESPEED = 4;
11 const float SHOWNAMES_FADEDELAY = 0.4;
12 void Draw_ShowNames(entity ent)
14 if(!autocvar_hud_shownames)
17 #ifdef COMPAT_XON050_ENGINE
18 if((ent.sv_entnum == player_localentnum) || (ent.sv_entnum == spectatee_status)) // ent is me or person i'm spectating
20 if(ent.sv_entnum == player_localentnum) // ent is me or person i'm spectating
22 if(!(autocvar_hud_shownames_self && autocvar_chase_active))
25 if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies))
27 ent.origin_z += autocvar_hud_shownames_offset;
30 if(ent.sameteam && !autocvar_hud_shownames_crosshairdistance)
36 traceline(view_origin, ent.origin, MOVE_NORMAL, ent);
37 if(trace_fraction < 1 && (trace_networkentity != ent.sv_entnum && trace_ent.entnum != ent.sv_entnum))
44 float overlap = FALSE, onscreen, crosshairdistance;
47 o = project_3d_to_2d(ent.origin);
49 if(autocvar_hud_shownames_antioverlap)
51 // fade tag out if another tag that is closer to you overlaps
53 for(e = world; (e = find(e, classname, "shownames_tag")); )
57 eo = project_3d_to_2d(e.origin);
58 if (!(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight))
61 if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
70 onscreen = (o_z >= 0 && o_x >= 0 && o_y >= 0 && o_x <= vid_conwidth && o_y <= vid_conheight);
71 crosshairdistance = sqrt( pow(o_x - vid_conwidth/2, 2) + pow(o_y - vid_conheight/2, 2) );
73 if(autocvar_hud_shownames_crosshairdistance)
75 if(autocvar_hud_shownames_crosshairdistance > crosshairdistance)
78 if (!(ent.pointtime + autocvar_hud_shownames_crosshairdistance_time > time))
81 overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : FALSE); // override what antioverlap says unless allowed by cvar.
85 ent.fadedelay = time + SHOWNAMES_FADEDELAY;
87 if(!ent.sameteam && (!onscreen || !hit)) // out of view, fade out
89 ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
90 ent.fadedelay = 0; // reset fade in delay, enemy has left the view
92 else if(ent.csqcmodel_isdead) // dead player, fade out slowly
93 ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
94 else if(overlap) // tag overlap detected, fade out
95 ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
96 else if(ent.sameteam) // fade in for team mates
97 ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
98 else if(time > ent.fadedelay) // fade in for enemies
99 ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
101 // multiply by player alpha
102 if(!ent.sameteam || (ent.sv_entnum == player_localentnum))
103 ent.alpha *= getplayeralpha(ent.sv_entnum-1);
105 if(ent.alpha < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS)
109 dist = vlen(ent.origin - view_origin);
112 a = autocvar_hud_shownames_alpha;
114 if(autocvar_hud_shownames_maxdistance)
116 if(dist >= autocvar_hud_shownames_maxdistance)
118 a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
126 if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
127 resize = 0.5 + 0.5 * ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
129 // draw the sprite image
134 vector myPos, mySize;
135 mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
136 myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
142 myPos_x += 0.5 * (mySize_x / resize - mySize_x);
143 myPos_y += (mySize_y / resize - mySize_y);
145 vector namepos; // this is where the origin of the string
149 namewidth = mySize_x;
151 if(autocvar_hud_shownames_status && teamplay)
155 if(ent.healthvalue > 0)
157 HUD_Panel_DrawProgressBar(namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize, eX * 0.5 * mySize_x + eY * resize * autocvar_hud_shownames_statusbar_height, "nametag_statusbar", ent.healthvalue/autocvar_hud_panel_healtharmor_maxhealth, 0, 1, '1 0 0', a, DRAWFLAG_NORMAL);
159 if(ent.armorvalue > 0)
160 HUD_Panel_DrawProgressBar(namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize + eX * 0.5 * mySize_x, eX * 0.5 * mySize_x + eY * resize * autocvar_hud_shownames_statusbar_height, "nametag_statusbar", ent.armorvalue/autocvar_hud_panel_healtharmor_maxarmor, 0, 0, '0 1 0', a, DRAWFLAG_NORMAL);
166 s = GetPlayerName(ent.sv_entnum-1);
167 if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
168 s = playername(s, GetPlayerColor(ent.sv_entnum-1));
170 drawfontscale = '1 1 0' * resize;
171 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
174 width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
176 if (width != namewidth)
177 namepos_x += (namewidth - width) / 2;
178 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
179 drawfontscale = '1 1 0';
184 entity shownames_ent[255];
185 void Draw_ShowNames_All()
188 for(i = 0; i < maxclients; ++i)
191 t = GetPlayerColor(i);
192 if(t == NUM_SPECTATOR)
196 e = shownames_ent[i];
200 e.classname = "shownames_tag";
202 shownames_ent[i] = e;
206 entcs = entcs_receiver[i];
209 e.healthvalue = entcs.healthvalue;
210 e.armorvalue = entcs.armorvalue;
211 e.sameteam = 1; /* (teamplay && (t == myteam)); */
215 e.healthvalue = 2342;
220 setorigin(e, getplayerorigin(i));
221 if(e.origin == GETPLAYERORIGIN_ERROR)
224 e.csqcmodel_isdead = getplayerisdead(i);