+#include "shownames.qh"
+#include "_.qh"
+
+#include "hud.qh"
+
+#include "../common/constants.qh"
+#include "../common/mapinfo.qh"
+#include "../common/teams.qh"
+#include "../common/util.qh"
+
+#include "../csqcmodellib/cl_model.qh"
+
// self.isactive = player is in range and coordinates/status (health and armor) are up to date
// self.origin = player origin TODO: should maybe move this so it's the origin of the shownames tag already in SSQC for culling?
// self.healthvalue
eo = project_3d_to_2d(e.origin);
if (!(eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight))
{
- eo_z = 0;
+ eo.z = 0;
if(vlen((eX * o.x + eY * o.y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
{
overlap = true;
if(autocvar_hud_shownames_crosshairdistance > crosshairdistance)
ent.pointtime = time;
- if (!(ent.pointtime + autocvar_hud_shownames_crosshairdistance_time > time))
+ if (ent.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
overlap = true;
else
overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
// draw the sprite image
if(o.z >= 0)
{
- o_z = 0;
+ o.z = 0;
vector myPos, mySize;
mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;