1 #include "shownames.qh"
5 #include "../common/constants.qh"
6 #include "../common/mapinfo.qh"
7 #include "../common/teams.qh"
9 #include "../lib/csqcmodel/cl_model.qh"
11 // self.isactive = player is in range and coordinates/status (health and armor) are up to date
12 // self.origin = player origin
15 // self.sameteam = player is on same team as local client
16 // self.fadedelay = time to wait before name tag starts fading in for enemies
17 // self.pointtime = last time you pointed at this player
18 // self.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
20 LinkedList shownames_ent;
21 STATIC_INIT(shownames_ent)
23 shownames_ent = LL_NEW();
24 for (int i = 0; i < maxclients; ++i)
26 entity e = new(shownames_tag);
29 LL_PUSH(shownames_ent, e);
33 const float SHOWNAMES_FADESPEED = 4;
34 const float SHOWNAMES_FADEDELAY = 0.4;
35 void Draw_ShowNames(entity this)
37 if (this.sv_entnum == player_localentnum) // self or spectatee
38 if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
39 if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
41 if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
47 traceline(view_origin, this.origin, MOVE_NORMAL, this);
48 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
52 vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
53 float dist = vlen(this.origin - view_origin);
54 if (autocvar_hud_shownames_antioverlap)
56 // fade tag out if another tag that is closer to you overlaps
57 LL_EACH(shownames_ent, it != this && entcs_receiver(i), LAMBDA(
58 vector eo = project_3d_to_2d(it.origin);
59 if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
61 if (vlen((eX * o.x + eY * o.y) - eo) < autocvar_hud_shownames_antioverlap_distance
62 && dist > vlen(it.origin - view_origin))
69 bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
70 float crosshairdistance = sqrt(pow(o.x - vid_conwidth / 2, 2) + pow(o.y - vid_conheight / 2, 2));
71 if (autocvar_hud_shownames_crosshairdistance)
73 if (autocvar_hud_shownames_crosshairdistance > crosshairdistance) this.pointtime = time;
74 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time) overlap = true;
75 else overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
77 if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
78 if (this.csqcmodel_isdead) // dead player, fade out slowly
80 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
82 else if (!this.sameteam && (!onscreen || !hit)) // out of view, fade out
84 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
85 this.fadedelay = 0; // reset fade in delay, enemy has left the view
87 else if (overlap) // tag overlap detected, fade out
89 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
91 else if (this.sameteam) // fade in for team mates
93 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
95 else if (time > this.fadedelay) // fade in for enemies
97 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
99 float a = autocvar_hud_shownames_alpha * this.alpha;
100 // multiply by player alpha
101 if (!this.sameteam || (this.sv_entnum == player_localentnum))
103 float f = entcs_GetAlpha(this.sv_entnum - 1);
106 // FIXME: alpha is negative when dead, breaking death fade
107 if (!this.csqcmodel_isdead) a *= f;
109 if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
110 if (autocvar_hud_shownames_maxdistance)
112 if (dist >= autocvar_hud_shownames_maxdistance) return;
113 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
114 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
118 if (autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
120 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
121 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
123 // draw the sprite image
127 vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
128 vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
132 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
133 myPos.y += (mySize.y / resize - mySize.y);
134 // this is where the origin of the string
135 vector namepos = myPos;
136 float namewidth = mySize.x;
137 if (autocvar_hud_shownames_status && this.sameteam)
139 vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize;
140 vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height;
141 if (this.healthvalue > 0)
143 HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar",
144 this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
147 if (this.armorvalue > 0)
149 HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar",
150 this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
154 string s = entcs_GetName(this.sv_entnum - 1);
155 if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
156 || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1));
157 drawfontscale = '1 1 0' * resize;
158 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
159 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
160 if (width != namewidth) namepos.x += (namewidth - width) / 2;
161 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
162 drawfontscale = '1 1 0';
166 void Draw_ShowNames_All()
168 if (!autocvar_hud_shownames) return;
169 LL_EACH(shownames_ent, true, LAMBDA(
170 entity entcs = entcs_receiver(i);
177 assert(entcs.think, eprint(entcs));
178 WITH(entity, self, entcs, entcs.think());
179 if (!entcs.has_origin) continue;
180 if (entcs.m_entcs_private)
182 it.healthvalue = entcs.healthvalue;
183 it.armorvalue = entcs.armorvalue;
192 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
193 if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
194 it.csqcmodel_isdead = dead;