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
8 const float SHOWNAMES_FADESPEED = 4;
9 const float SHOWNAMES_FADEDELAY = 0.5;
10 void Draw_ShowNames(entity ent)
12 if(!autocvar_hud_shownames)
15 if((ent.sv_entnum == player_localentnum) || (ent.sv_entnum == spectatee_status)) // ent is me or person i'm spectating
16 if not (autocvar_hud_shownames_self && autocvar_chase_active)
19 makevectors(view_angles);
21 if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies))
23 ent.origin_z += autocvar_hud_shownames_offset;
32 traceline(view_origin, ent.origin, MOVE_NORMAL, ent);
33 if(trace_fraction < 1 && trace_networkentity != ent.sv_entnum)
40 o = project_3d_to_2d(ent.origin);
41 float overlap, onscreen;
43 if(autocvar_hud_shownames_antioverlap)
45 // fade tag out if another tag that is closer to you overlaps
47 for(e = world; (e = find(e, classname, "shownames_tag")); )
51 eo = project_3d_to_2d(e.origin);
52 if not(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight)
55 if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
64 onscreen = (o_z >= 0 && o_x >= 0 && o_y >= 0 && o_x <= vid_conwidth && o_y <= vid_conheight);
67 ent.fadedelay = time + SHOWNAMES_FADEDELAY;
69 if(!ent.sameteam && (!onscreen || !hit)) // out of view, fade out
71 ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
72 ent.fadedelay = 0; // reset fade in delay, enemy has left the view
74 else if(ent.healthvalue < 1) // dead player, fade out slowly
75 ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
76 else if(overlap) // tag overlap detected, fade out
77 ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
78 else if(ent.sameteam) // fade in for team mates
79 ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
80 else if(time > ent.fadedelay) // fade in for enemies
81 ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
87 dist = vlen(ent.origin - view_origin);
90 a = autocvar_hud_shownames_alpha;
92 if(autocvar_hud_shownames_maxdistance)
94 if(dist >= autocvar_hud_shownames_maxdistance)
96 a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
104 if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
105 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);
107 // draw the sprite image
112 vector myPos, mySize;
113 mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
114 myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
120 myPos_x += 0.5 * (mySize_x / resize - mySize_x);
121 myPos_y += (mySize_y / resize - mySize_y);
123 vector namepos; // this is where the origin of the string
127 namewidth = mySize_x;
129 if(autocvar_hud_shownames_status && teamplay)
133 if(ent.healthvalue > 0)
135 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);
137 if(ent.armorvalue > 0)
138 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);
144 s = GetPlayerName(ent.sv_entnum-1);
145 if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
146 s = playername(s, GetPlayerColor(ent.sv_entnum-1));
148 drawfontscale = '1 1 0' * resize;
149 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
152 width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
154 if (width != namewidth)
155 namepos_x += (namewidth - width) / 2;
156 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
157 drawfontscale = '1 1 0';
162 entity shownames_ent[255];
163 void Draw_ShowNames_All()
166 for(i = 0; i < maxclients; ++i)
169 t = GetPlayerColor(i);
170 if(t == COLOR_SPECTATOR)
174 e = shownames_ent[i];
178 e.classname = "shownames_tag";
180 shownames_ent[i] = e;
184 entcs = entcs_receiver[i];
187 e.healthvalue = entcs.healthvalue;
188 e.armorvalue = entcs.armorvalue;
189 e.sameteam = 1; /* (teamplay && (t == myteam)); */
193 e.healthvalue = 2342;
198 e.origin = getplayerorigin(i);
199 if(e.origin == GETPLAYERORIGIN_ERROR)