1 #include "shownames.qh"
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
7 #include <common/ent_cs.qh>
8 #include <common/constants.qh>
9 #include <common/net_linked.qh>
10 #include <common/mapinfo.qh>
11 #include <common/teams.qh>
13 #include <lib/csqcmodel/cl_model.qh>
15 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
16 // this.origin = player origin
19 // this.sameteam = player is on same team as local client
20 // this.fadedelay = time to wait before name tag starts fading in for enemies
21 // this.pointtime = last time you pointed at this player
22 // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
24 LinkedList shownames_ent;
25 STATIC_INIT(shownames_ent)
27 shownames_ent = LL_NEW();
28 for (int i = 0; i < maxclients; ++i) {
29 entity e = new_pure(shownames_tag);
31 LL_PUSH(shownames_ent, e);
35 const float SHOWNAMES_FADESPEED = 4;
36 const float SHOWNAMES_FADEDELAY = 0.4;
37 void Draw_ShowNames(entity this)
39 if (this.sv_entnum == (current_player + 1)) { // self or spectatee
40 if (!(autocvar_hud_shownames_self && autocvar_chase_active)) { return; } }
41 if (!this.sameteam && !autocvar_hud_shownames_enemies) { return; }
43 if (!autocvar_hud_shownames_crosshairdistance && this.sameteam) {
46 traceline(view_origin, this.origin, MOVE_NORMAL, this);
47 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
51 vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
52 if (autocvar_hud_shownames_crosshairdistance) {
53 float d = autocvar_hud_shownames_crosshairdistance;
54 float w = o.x - vid_conwidth / 2;
55 float h = o.y - vid_conheight / 2;
56 if (d * d > w * w + h * h) { this.pointtime = time; }
57 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time) {
59 } else if (!autocvar_hud_shownames_crosshairdistance_antioverlap) {
64 if (overlap == -1 && autocvar_hud_shownames_antioverlap) {
65 // fade tag out if another tag that is closer to you overlaps
67 LL_EACH(shownames_ent, it != this, {
68 entcs = entcs_receiver(i);
69 if (!(entcs && entcs.has_sv_origin)) {
72 vector eo = project_3d_to_2d(it.origin);
73 if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) { continue; }
75 if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
76 && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin)) {
82 bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
83 if (!this.fadedelay) { this.fadedelay = time + SHOWNAMES_FADEDELAY; }
84 if (this.csqcmodel_isdead) { // dead player, fade out slowly
85 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
86 } else if (!onscreen || (!this.sameteam && !hit)) { // out of view, fade out
87 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
88 this.fadedelay = 0; // reset fade in delay, enemy has left the view
89 } else if (overlap > 0) { // tag overlap detected, fade out
90 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
91 } else if (this.sameteam) { // fade in for team mates
92 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
93 } else if (time > this.fadedelay) { // fade in for enemies
94 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
96 float a = autocvar_hud_shownames_alpha * this.alpha;
97 // multiply by player alpha
98 if (!this.sameteam || (this.sv_entnum == player_localentnum)) {
99 float f = entcs_GetAlpha(this.sv_entnum - 1);
100 if (f == 0) { f = 1; }
101 if (f < 0) { f = 0; }
102 // FIXME: alpha is negative when dead, breaking death fade
103 if (!this.csqcmodel_isdead) { a *= f; }
105 if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) { return; }
106 if (vdist(this.origin - view_origin, >=, max_shot_distance)) { return; }
107 float dist = vlen(this.origin - view_origin);
108 if (autocvar_hud_shownames_maxdistance) {
109 if (dist >= autocvar_hud_shownames_maxdistance) { return; }
110 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
111 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
115 if (autocvar_hud_shownames_resize) { // limit resize so its never smaller than 0.5... gets unreadable
116 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
117 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
119 // draw the sprite image
122 vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
123 vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
127 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
128 myPos.y += (mySize.y / resize - mySize.y);
129 // this is where the origin of the string
130 vector namepos = myPos;
131 float namewidth = mySize.x;
132 if (autocvar_hud_shownames_status && this.sameteam) {
133 vector pos = namepos + eY * autocvar_hud_shownames_fontsize * resize;
134 vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
135 if (this.healthvalue > 0) {
136 HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
137 this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
140 if (this.armorvalue > 0) {
141 HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
142 this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
146 string s = entcs_GetName(this.sv_entnum - 1);
147 if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
148 || autocvar_hud_shownames_decolorize == 2) { s = playername(s, entcs_GetTeam(this.sv_entnum - 1)); }
149 drawfontscale = '1 1 0' * resize;
150 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
151 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
152 if (width != namewidth) { namepos.x += (namewidth - width) / 2; }
153 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
154 drawfontscale = '1 1 0';
158 void Draw_ShowNames_All()
160 if (!autocvar_hud_shownames) { return; }
161 LL_EACH(shownames_ent, true, {
162 entity entcs = entcs_receiver(i);
168 assert(getthink(entcs), eprint(entcs));
169 getthink(entcs)(entcs);
170 if (!entcs.has_origin) { continue; }
171 if (entcs.m_entcs_private) {
172 it.healthvalue = entcs.healthvalue;
173 it.armorvalue = entcs.armorvalue;
180 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
181 if (!it.csqcmodel_isdead) { setorigin(it, entcs.origin); }
182 it.csqcmodel_isdead = dead;