1 #include "shownames.qh"
3 #include <client/draw.qh>
4 #include <client/hud/_mod.qh>
5 #include <client/resources.qh>
6 #include <client/view.qh>
7 #include <common/constants.qh>
8 #include <common/ent_cs.qh>
9 #include <common/net_linked.qh>
10 #include <common/teams.qh>
11 #include <lib/csqcmodel/cl_model.qh>
13 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
14 // this.origin = player origin
17 // this.sameteam = player is on same team as local client
18 // this.fadedelay = time to wait before name tag starts fading in for enemies
19 // this.pointtime = last time you pointed at this player
20 // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
22 LinkedList shownames_ent;
23 STATIC_INIT(shownames_ent)
25 shownames_ent = LL_NEW();
26 for (int i = 0; i < maxclients; ++i)
28 entity e = new_pure(shownames_tag);
30 LL_PUSH(shownames_ent, e);
34 // used by the antioverlap code
38 const float SHOWNAMES_FADESPEED = 4;
39 const float SHOWNAMES_FADEDELAY = 0;
40 void Draw_ShowNames(entity this)
42 if (this.sv_entnum == current_player + 1) // self or spectatee
44 if (!autocvar_chase_active)
47 if (!autocvar_hud_shownames_self
48 && !(spectatee_status > 0 && time <= spectatee_status_changed_time + 1))
54 if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
56 if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
62 traceline(view_origin, this.origin, MOVE_NOMONSTERS, this);
63 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
67 vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
68 if (autocvar_hud_shownames_crosshairdistance)
70 float d = autocvar_hud_shownames_crosshairdistance;
71 float w = o.x - vid_conwidth / 2;
72 float h = o.y - vid_conheight / 2;
73 if (d * d > w * w + h * h) this.pointtime = time;
74 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
76 else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
80 // o.z is < 0 when o is behind me
81 #define OFF_SCREEN(o) (o.z < 0 || o.x < 0 || o.y < 0 || o.x > vid_conwidth || o.y > vid_conheight)
82 if (overlap == -1 && autocvar_hud_shownames_antioverlap)
84 // fade tag out if another tag that is closer to you overlaps
86 LL_EACH(shownames_ent, it != this, {
87 entcs = entcs_receiver(i);
88 if (!(entcs && entcs.has_origin))
90 vector eo = project_3d_to_2d(it.origin + eZ * autocvar_hud_shownames_offset);
91 if (OFF_SCREEN(eo)) continue;
93 if (boxesoverlap(this.box_org - this.box_ofs, this.box_org + this.box_ofs, it.box_org - it.box_ofs, it.box_org + it.box_ofs)
94 && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
101 if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
102 if (this.csqcmodel_isdead) // dead player, fade out slowly
104 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
106 else if (!this.sameteam && !hit) // view blocked, fade out
108 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
109 this.fadedelay = 0; // reset fade in delay, enemy has left the view
111 else if (OFF_SCREEN(o)) // out of view, fade out
113 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
115 else if (overlap > 0) // tag overlap detected, fade out
117 float minalpha = autocvar_hud_shownames_antioverlap_minalpha;
118 if (this.alpha >= minalpha)
119 this.alpha = max(minalpha, this.alpha - SHOWNAMES_FADESPEED * frametime);
121 this.alpha = min(minalpha, this.alpha + SHOWNAMES_FADESPEED * frametime);
123 else if (this.sameteam) // fade in for team mates
125 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
127 else if (time > this.fadedelay || this.alpha > 0) // fade in for enemies
129 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
131 float a = autocvar_hud_shownames_alpha * this.alpha;
132 if (!this.sameteam || (this.sv_entnum == player_localentnum))
134 float f = entcs_GetAlpha(this.sv_entnum - 1);
139 if (MUTATOR_CALLHOOK(ShowNames_Draw, this, a)) return;
140 a = M_ARGV(1, float);
141 float dist = -1; // dist will be calculated only when really needed to avoid wasting a vlen call
142 if (autocvar_hud_shownames_maxdistance)
144 float max_dist = min(autocvar_hud_shownames_maxdistance, max_shot_distance);
145 if (vdist(this.origin - view_origin, >=, max_dist))
147 if (vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
149 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
151 dist = vlen(this.origin - view_origin);
152 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
155 else if (vdist(this.origin - view_origin, >=, max_shot_distance))
157 if (!a || o.z < 0) return;
161 if (autocvar_hud_shownames_resize && vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
163 // limit resize so its never smaller than 0.5... gets unreadable
164 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
166 dist = vlen(this.origin - view_origin);
167 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
169 vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
170 vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
173 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
174 myPos.y += (mySize.y / resize - mySize.y);
176 this.box_org = myPos + mySize / 2;
177 this.box_ofs = mySize / 2;
179 float namewidth = mySize.x;
180 if (autocvar_hud_shownames_status && this.sameteam && !this.csqcmodel_isdead)
182 vector pos = myPos + eY * autocvar_hud_shownames_fontsize * resize;
183 vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
185 this.box_ofs.x = max(mySize.x / 2, sz.x); // sz.x is already half as wide
186 this.box_ofs.y += sz.y / 2;
187 this.box_org.y = myPos.y + (mySize.y + sz.y) / 2;
188 // antioverlap debug code
189 //drawfill(this.box_org - this.box_ofs, this.box_ofs * 2, '1 1 1', a / 2, DRAWFLAG_NORMAL);
191 if (autocvar_hud_shownames_statusbar_highlight)
192 drawfill(pos + eX * 0.25 * mySize.x, sz, '0.7 0.7 0.7', a / 2, DRAWFLAG_NORMAL);
193 if (this.healthvalue > 0)
195 HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
196 this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
199 if (GetResource(this, RES_ARMOR) > 0)
201 HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
202 GetResource(this, RES_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
206 // antioverlap debug code
207 //else drawfill(this.box_org - this.box_ofs, this.box_ofs * 2, '1 1 1', a / 2, DRAWFLAG_NORMAL);
209 string s = entcs_GetName(this.sv_entnum - 1);
210 if ((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
211 s = playername(s, entcs_GetTeam(this.sv_entnum - 1), true);
212 drawfontscale = '1 1 0' * resize;
213 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
214 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
215 myPos.x = o.x - (width * resize) / 2;
216 drawcolorcodedstring(myPos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
217 drawfontscale = '1 1 0';
220 void Draw_ShowNames_All()
222 if (!autocvar_hud_shownames) return;
223 LL_EACH(shownames_ent, true, {
224 entity entcs = entcs_receiver(i);
231 assert(getthink(entcs), eprint(entcs));
232 getthink(entcs)(entcs);
233 if (!entcs.has_origin) continue;
234 if (entcs.m_entcs_private)
236 it.healthvalue = entcs.healthvalue;
237 SetResourceExplicit(it, RES_ARMOR, GetResource(entcs, RES_ARMOR));
243 SetResourceExplicit(it, RES_ARMOR, 0);
246 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
247 if ((!it.csqcmodel_isdead || it.alpha > 0) && entcs.origin != it.origin)
248 setorigin(it, entcs.origin);
249 it.csqcmodel_isdead = dead;