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
7 const float SHOWNAMES_FADESPEED = 4;
10 if(!autocvar_hud_shownames)
13 if(self.sameteam || (!self.sameteam && autocvar_hud_shownames_enemies))
16 temporigin = getplayerkey(self.the_entnum-1, "TEMPHACK_origin");
19 self.origin = stov(temporigin);
20 self.origin_z += autocvar_hud_shownames_offset;
24 /* WIP, why does trace_ent != self not work as intended here?
25 if(autocvar_hud_shownames_enemies != 2) // player has to point at enemy if so
27 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVETYPE_FLY, world);
28 print("trace_endpos: ", vtos(trace_endpos), " view_origin: ", vtos(view_origin), "\n");
33 traceline(self.origin, view_origin, 1, self);
37 o = project_3d_to_2d(self.origin);
40 if(autocvar_hud_shownames_antioverlap)
42 // fade tag out if another tag that is closer to you overlaps
44 for(e = world; (e = find(e, classname, "shownames_tag")); )
48 eo = project_3d_to_2d(e.origin);
49 if not(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight)
52 if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(self.origin - view_origin) > vlen(e.origin - view_origin))
61 if(!self.sameteam && trace_endpos != view_origin) // out of view, fade out
62 self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * frametime);
63 else if(!self.healthvalue) // dead player, fade out slowly
64 self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
65 else if(overlap) // tag overlap detected, fade out
66 self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * frametime);
68 self.alpha = min(1, self.alpha + SHOWNAMES_FADESPEED * frametime);
74 dist = vlen(self.origin - view_origin);
77 a = autocvar_hud_shownames_alpha;
79 if(autocvar_hud_shownames_maxdistance)
81 if(dist >= autocvar_hud_shownames_maxdistance)
83 a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
91 if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
92 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);
94 // draw the sprite image
95 if not(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
100 mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
101 myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
107 myPos_x += 0.5 * (mySize_x / resize - mySize_x);
108 myPos_y += (mySize_y / resize - mySize_y);
110 vector iconpos, iconsize; // these determine icon position/size, if any
111 vector namepos; // this is where the origin of the string
112 float namesize; // total area where we can draw the string
116 if(autocvar_hud_shownames_status && teamplay)
120 iconsize = eX * 2 * mySize_y + eY * mySize_y;
121 // "ghost" backgrounds
122 drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
123 drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
125 if(self.healthvalue > 0)
127 drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.healthvalue/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
128 drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
131 if(self.armorvalue > 0)
133 drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.armorvalue/autocvar_hud_panel_healtharmor_maxarmor), vid_conwidth, myPos_y + iconsize_y);
134 drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
138 else if(autocvar_hud_shownames_status == 2)
140 iconsize = eX * 2 * mySize_y + eY * mySize_y;
141 drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
142 drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
146 namepos = myPos + eX * 2 * iconsize_y + eY * 0.5 * resize * (autocvar_hud_shownames_height - autocvar_hud_shownames_fontsize);
147 namesize = mySize_x - 2 * iconsize_y;
150 s = GetPlayerName(self.the_entnum-1);
151 if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
152 s = playername(s, GetPlayerColor(self.the_entnum-1));
154 drawfontscale = '1 1 0' * resize;
155 s = textShortenToWidth(s, namesize, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
158 width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
160 if (width != namesize)
161 namepos_x += (namesize - width) / 2;
162 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
163 drawfontscale = '1 1 0';