1 // self.isactive = player is in range and coordinates/status (health and armor) are up to date
2 // self.origin = player origin TODO: should maybe move this so it's the origin of the shownames tag already in SSQC for culling?
5 // self.sameteam = player is on same team as local client
7 const float SHOWNAMES_FADESPEED = 4;
10 if(!autocvar_hud_shownames)
13 if(self.sameteam || (!self.sameteam && autocvar_hud_shownames_enemies))
15 InterpolateOrigin_Do();
19 traceline(self.origin, view_origin, 1, self);
21 /* WIP, why does trace_ent != self not work as intended here?
22 if(autocvar_hud_shownames_enemies != 2) // player has to point at enemy if so
24 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVETYPE_FLY, world);
25 print("trace_endpos: ", vtos(trace_endpos), " view_origin: ", vtos(view_origin), "\n");
32 o = project_3d_to_2d(self.origin);
35 if(autocvar_hud_shownames_antioverlap)
37 // fade tag out if another tag that is closer to you overlaps
39 for(e = world; (e = find(e, classname, "shownames_tag")); )
43 eo = project_3d_to_2d(e.origin);
44 if not(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight)
47 if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(self.origin - view_origin) > vlen(e.origin - view_origin))
56 if(!self.sameteam && trace_endpos != view_origin) // out of view, fade out
57 self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * frametime);
58 else if(!self.healthvalue) // dead player, fade out slowly
59 self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
60 else if(overlap) // tag overlap detected, fade out
61 self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * frametime);
63 self.alpha = min(1, self.alpha + SHOWNAMES_FADESPEED * frametime);
69 dist = vlen(self.origin - view_origin);
72 a = autocvar_hud_shownames_alpha;
74 if(autocvar_hud_shownames_maxdistance)
76 if(dist >= autocvar_hud_shownames_maxdistance)
78 a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
86 if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
87 resize = 0.5 + 0.5 * ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
89 // draw the sprite image
90 if not(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
95 mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
96 myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
102 myPos_x += 0.5 * (mySize_x / resize - mySize_x);
103 myPos_y += (mySize_y / resize - mySize_y);
105 vector iconpos, iconsize; // these determine icon position/size, if any
106 vector namepos; // this is where the origin of the string
107 float namesize; // total area where we can draw the string
111 if(autocvar_hud_shownames_status && teamplay)
115 iconsize = eX * 2 * mySize_y + eY * mySize_y;
116 // "ghost" backgrounds
117 drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
118 drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
120 if(self.healthvalue > 0)
122 drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.healthvalue/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
123 drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
126 if(self.armorvalue > 0)
128 drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.armorvalue/autocvar_hud_panel_healtharmor_maxarmor), vid_conwidth, myPos_y + iconsize_y);
129 drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
133 else if(autocvar_hud_shownames_status == 2)
135 iconsize = eX * 2 * mySize_y + eY * mySize_y;
136 drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
137 drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
141 namepos = myPos + eX * 2 * iconsize_y + eY * 0.5 * resize * (autocvar_hud_shownames_height - autocvar_hud_shownames_fontsize);
142 namesize = mySize_x - 2 * iconsize_y;
145 s = GetPlayerName(self.the_entnum-1);
146 if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
147 s = playername(s, GetPlayerColor(self.the_entnum-1));
149 drawfontscale = '1 1 0' * resize;
150 s = textShortenToWidth(s, namesize, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
153 width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
155 if (width != namesize)
156 namepos_x += (namesize - width) / 2;
157 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
158 drawfontscale = '1 1 0';