]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/shownames.qc
fix the aforementioned problem in the previous commit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
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?
3 // self.healthvalue
4 // self.armorvalue
5 // self.sameteam = player is on same team as local client
6 //
7 void Draw_ShowNames()
8 {
9     if(!autocvar_hud_shownames)
10         return;
11
12     if(self.sameteam || (!self.sameteam && autocvar_hud_shownames_enemies))
13     {
14         float a;
15         a = autocvar_hud_panel_fg_alpha;
16
17         InterpolateOrigin_Do();
18
19         // draw the sprite image
20         vector o;
21         o = project_3d_to_2d(self.origin);
22
23         if not(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
24         {
25             o_z = 0;
26
27             vector myPos, mySize;
28             mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
29             myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
30
31             vector iconpos, iconsize;
32             vector namepos;
33             float namesize;
34
35             iconpos = myPos;
36
37             if(autocvar_hud_shownames_status)
38             {
39                 if(self.sameteam)
40                 {
41                     iconsize = eX * 2 * mySize_y + eY * mySize_y;
42                     // "ghost" backgrounds
43                     drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
44                     drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
45
46                     drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.healthvalue/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
47                     drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
48
49                     drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.armorvalue/autocvar_hud_panel_healtharmor_maxarmor), vid_conwidth, myPos_y + iconsize_y);
50                     drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
51                     drawresetcliparea();
52                 }
53                 else if(autocvar_hud_shownames_status == 2)
54                 {
55                     iconsize = eX * 2 * mySize_y + eY * mySize_y;
56                     drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
57                     drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
58                 }
59             }
60
61             namepos = myPos + eX * 2 * iconsize_y + eY * 0.5 * (autocvar_hud_shownames_height - autocvar_hud_shownames_fontsize);
62             namesize = mySize_x - 2 * iconsize_y;
63
64             string s;
65             s = GetPlayerName(self.the_entnum-1);
66             s = textShortenToWidth(s, namesize, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
67             drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
68
69             /* Or maybe a health bar instead?
70              *
71             if(self.health >= 0)
72             {
73                 float align;
74                 if(self.build_finished)
75                     align = 0.5;
76                 else
77                     align = 0;
78                 drawhealthbar(o, rot * 90 * DEG2RAD, self.health, SPRITE_SIZE * t, SPRITE_HOTSPOT * t, SPRITE_HEALTHBAR_WIDTH * t, SPRITE_HEALTHBAR_HEIGHT * t, SPRITE_HEALTHBAR_MARGIN * t, SPRITE_HEALTHBAR_BORDER * t, align, self.teamradar_color, a * SPRITE_HEALTHBAR_BORDERALPHA, self.teamradar_color, a * SPRITE_HEALTHBAR_HEALTHALPHA, DRAWFLAG_NORMAL);
79             }
80             */
81         }
82     }
83 }