1 #include "sv_damagetext.qh"
3 AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: visible to spectators, >= 2: visible to attacker, >= 3: all players see everyone's damage");
5 REGISTER_MUTATOR(damagetext, true);
7 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 || autocvar_g_instagib)
8 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1)
9 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2)
10 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3)
11 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged)
13 if (SV_DAMAGETEXT_DISABLED()) { return; }
14 const entity attacker = M_ARGV(0, entity);
15 const entity hit = M_ARGV(1, entity);
16 if (hit == attacker) { return; }
17 const float health = M_ARGV(2, float);
18 const float armor = M_ARGV(3, float);
19 const int deathtype = M_ARGV(5, int);
20 const float potential_damage = M_ARGV(6, float);
21 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
24 || (SV_DAMAGETEXT_PLAYERS() && it == attacker)
25 || (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker)
26 || (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
29 if (SAME_TEAM(hit, attacker)) { flags |= DTFLAG_SAMETEAM; }
30 if (health >= DAMAGETEXT_SHORT_LIMIT) { flags |= DTFLAG_BIG_HEALTH; }
31 if (armor >= DAMAGETEXT_SHORT_LIMIT) { flags |= DTFLAG_BIG_ARMOR; }
32 if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) { flags |= DTFLAG_BIG_POTENTIAL; }
33 if (!armor) { flags |= DTFLAG_NO_ARMOR; }
34 if (almost_equals_eps(armor + health, potential_damage, 5)) { flags |= DTFLAG_NO_POTENTIAL; }
37 WriteHeader(MSG_ONE, damagetext);
38 WriteByte(MSG_ONE, etof(hit));
39 WriteInt24_t(MSG_ONE, deathtype);
40 WriteByte(MSG_ONE, flags);
42 // we need to send a few decimal places to minimize errors when accumulating damage
43 // sending them multiplied saves bandwidth compared to using WriteCoord,
44 // however if the multiplied damage would be too much for (signed) short, we send an int24
45 if (flags & DTFLAG_BIG_HEALTH) { WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER); } else { WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER); }
46 if (!(flags & DTFLAG_NO_ARMOR)) {
47 if (flags & DTFLAG_BIG_ARMOR) { WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER); } else { WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER); }
49 if (!(flags & DTFLAG_NO_POTENTIAL)) {
50 if (flags & DTFLAG_BIG_POTENTIAL) { WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER); } else { WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER); }