#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
}
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
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))
}
});
}
- 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);
}
{
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);
}
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)
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);
}
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);