]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/shownames.qc
Fix multiple bugs in hud_shownames_antioverlap, it was unintentionally hiding player...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
index 87633056de69b7dbb52e5916b6447352fb3acda7..ccf3176e71ef0ede93c35d1df9c334fd53aff70e 100644 (file)
@@ -1,16 +1,13 @@
 #include "shownames.qh"
 
-#include "autocvars.qh"
-#include "miscfunctions.qh"
-#include "resources.qh"
-#include "hud/_mod.qh"
-
-#include <common/ent_cs.qh>
+#include <client/draw.qh>
+#include <client/hud/_mod.qh>
+#include <client/resources.qh>
+#include <client/view.qh>
 #include <common/constants.qh>
+#include <common/ent_cs.qh>
 #include <common/net_linked.qh>
-#include <common/mapinfo.qh>
 #include <common/teams.qh>
-
 #include <lib/csqcmodel/cl_model.qh>
 
 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
@@ -58,7 +55,7 @@ void Draw_ShowNames(entity this)
        }
        else
        {
-               traceline(view_origin, this.origin, MOVE_NORMAL, this);
+               traceline(view_origin, this.origin, MOVE_NOMONSTERS, this);
                hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
        }
        // handle tag fading
@@ -76,16 +73,18 @@ void Draw_ShowNames(entity this)
                        overlap = 0;
        }
 
+       // o.z is < 0 when o is behind me
+       #define OFF_SCREEN(o) (o.z < 0 || o.x < 0 || o.y < 0 || o.x > vid_conwidth || o.y > vid_conheight)
        if (overlap == -1 && autocvar_hud_shownames_antioverlap)
        {
                // fade tag out if another tag that is closer to you overlaps
                entity entcs = NULL;
                LL_EACH(shownames_ent, it != this, {
                        entcs = entcs_receiver(i);
-                       if (!(entcs && entcs.has_sv_origin))
+                       if (!(entcs && entcs.has_origin))
                                continue;
-                       vector eo = project_3d_to_2d(it.origin);
-                       if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
+                       vector eo = project_3d_to_2d(it.origin + eZ * autocvar_hud_shownames_offset);
+                       if (OFF_SCREEN(eo)) continue;
                        eo.z = 0;
                        if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
                                && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
@@ -95,18 +94,17 @@ void Draw_ShowNames(entity this)
                        }
                });
        }
-       bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
        if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
        if (this.csqcmodel_isdead) // dead player, fade out slowly
        {
                this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
        }
-       else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
+       else if (!this.sameteam && !hit) // view blocked, fade out
        {
                this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
                this.fadedelay = 0; // reset fade in delay, enemy has left the view
        }
-       else if (overlap > 0) // tag overlap detected, fade out
+       else if (OFF_SCREEN(o) || overlap > 0) // out of view or tag overlap detected, fade out
        {
                this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
        }
@@ -114,7 +112,7 @@ void Draw_ShowNames(entity this)
        {
                this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
        }
-       else if (time > this.fadedelay)  // fade in for enemies
+       else if (time > this.fadedelay || this.alpha > 0)  // fade in for enemies
        {
                this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
        }
@@ -126,21 +124,35 @@ void Draw_ShowNames(entity this)
                if (f < 0) f = 0;
                a *= f;
        }
-       if (a < ALPHA_MIN_VISIBLE && ISGAMETYPE(CTS)) return;
-       if (vdist(this.origin - view_origin, >=, max_shot_distance)) return;
-       float dist = vlen(this.origin - view_origin);
+       if (MUTATOR_CALLHOOK(ShowNames_Draw, this, a)) return;
+       a = M_ARGV(1, float);
+       float dist = -1; // dist will be calculated only when really needed to avoid wasting a vlen call
        if (autocvar_hud_shownames_maxdistance)
        {
-               if (dist >= autocvar_hud_shownames_maxdistance) return;
-               float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
-               a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
+               float max_dist = min(autocvar_hud_shownames_maxdistance, max_shot_distance);
+               if (vdist(this.origin - view_origin, >=, max_dist))
+                       return;
+               if (vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
+               {
+                       float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
+                       if (dist == -1)
+                               dist = vlen(this.origin - view_origin);
+                       a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
+               }
        }
+       else if (vdist(this.origin - view_origin, >=, max_shot_distance))
+               return;
        if (!a) return;
        float resize = 1;
        if (autocvar_hud_shownames_resize)  // limit resize so its never smaller than 0.5... gets unreadable
        {
-               float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
-               resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
+               if (vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
+               {
+                       float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
+                       if (dist == -1)
+                               dist = vlen(this.origin - view_origin);
+                       resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
+               }
        }
        // draw the sprite image
        if (o.z >= 0)
@@ -155,7 +167,7 @@ void Draw_ShowNames(entity this)
                myPos.y += (mySize.y / resize - mySize.y);
                // this is where the origin of the string
                float namewidth = mySize.x;
-               if (autocvar_hud_shownames_status && this.sameteam)
+               if (autocvar_hud_shownames_status && this.sameteam && !this.csqcmodel_isdead)
                {
                        vector pos = myPos + eY * autocvar_hud_shownames_fontsize * resize;
                        vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
@@ -176,7 +188,7 @@ void Draw_ShowNames(entity this)
                }
                string s = entcs_GetName(this.sv_entnum - 1);
                if ((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
-                       s = playername(s, entcs_GetTeam(this.sv_entnum - 1));
+                       s = playername(s, entcs_GetTeam(this.sv_entnum - 1), true);
                drawfontscale = '1 1 0' * resize;
                s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
                float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
@@ -213,7 +225,7 @@ void Draw_ShowNames_All()
                        it.sameteam = false;
                }
                bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
-               if (!it.csqcmodel_isdead || it.alpha > 0)
+               if ((!it.csqcmodel_isdead || it.alpha > 0) && entcs.origin != it.origin)
                        setorigin(it, entcs.origin);
                it.csqcmodel_isdead = dead;
                Draw_ShowNames(it);