1#include "shownames.qh" 2 3#include "hud/_mod.qh" 4 5#include <common/ent_cs.qh> 6#include <common/constants.qh> 7#include <common/net_linked.qh> 8#include <common/mapinfo.qh> 9#include <common/teams.qh> 10 11#include <lib/csqcmodel/cl_model.qh> 12 13// this.isactive = player is in range and coordinates/status (health and armor) are up to date 14// this.origin = player origin 15// this.healthvalue 16// this.armorvalue 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 21 22LinkedList shownames_ent; 23STATIC_INIT(shownames_ent) 24{ 25 shownames_ent = LL_NEW(); 26 for (int i = 0; i < maxclients; ++i) 27 { 28 entity e = new_pure(shownames_tag); 29 e.sv_entnum = i + 1; 30 LL_PUSH(shownames_ent, e); 31 } 32} 33 34const float SHOWNAMES_FADESPEED = 4; 35const float SHOWNAMES_FADEDELAY = 0.4; 36void Draw_ShowNames(entity this) 37{ 38 if (this.sv_entnum == (current_player + 1)) // self or spectatee 39 if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return; 40 if (!this.sameteam && !autocvar_hud_shownames_enemies) return; 41 bool hit; 42 if (!autocvar_hud_shownames_crosshairdistance && this.sameteam) 43 { 44 hit = true; 45 } 46 else 47 { 48 traceline(view_origin, this.origin, MOVE_NORMAL, this); 49 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum)); 50 } 51 // handle tag fading 52 int overlap = -1; 53 vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset); 54 if (autocvar_hud_shownames_crosshairdistance) 55 { 56 float d = autocvar_hud_shownames_crosshairdistance; 57 float w = o.x - vid_conwidth / 2; 58 float h = o.y - vid_conheight / 2; 59 if (d * d > w * w + h * h) this.pointtime = time; 60 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time) 61 overlap = 1; 62 else if(!autocvar_hud_shownames_crosshairdistance_antioverlap) 63 overlap = 0; 64 } 65 66 float dist = vlen(this.origin - view_origin); 67 if (overlap == -1 && autocvar_hud_shownames_antioverlap) 68 { 69 // fade tag out if another tag that is closer to you overlaps 70 entity entcs = NULL; 71 LL_EACH(shownames_ent, it != this, { 72 entcs = entcs_receiver(i); 73 if (!(entcs && entcs.has_sv_origin)) 74 continue; 75 vector eo = project_3d_to_2d(it.origin); 76 if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue; 77 eo.z = 0; 78 if (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance) 79 && vdist((it.origin - view_origin), <, dist)) 80 { 81 overlap = 1; 82 break; 83 } 84 }); 85 } 86 bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight); 87 if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY; 88 if (this.csqcmodel_isdead) // dead player, fade out slowly 89 { 90 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime); 91 } 92 else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out 93 { 94 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime); 95 this.fadedelay = 0; // reset fade in delay, enemy has left the view 96 } 97 else if (overlap > 0) // tag overlap detected, fade out 98 { 99 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime); 100 } 101 else if (this.sameteam) // fade in for team mates 102 { 103 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime); 104 } 105 else if (time > this.fadedelay) // fade in for enemies 106 { 107 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime); 108 } 109 float a = autocvar_hud_shownames_alpha * this.alpha; 110 // multiply by player alpha 111 if (!this.sameteam || (this.sv_entnum == player_localentnum)) 112 { 113 float f = entcs_GetAlpha(this.sv_entnum - 1); 114 if (f == 0) f = 1; 115 if (f < 0) f = 0; 116 // FIXME: alpha is negative when dead, breaking death fade 117 if (!this.csqcmodel_isdead) a *= f; 118 } 119 if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return; 120 if (autocvar_hud_shownames_maxdistance) 121 { 122 if (dist >= autocvar_hud_shownames_maxdistance) return; 123 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance; 124 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f; 125 } 126 if (!a) return; 127 float resize = 1; 128 if (autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable 129 { 130 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance; 131 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f; 132 } 133 // draw the sprite image 134 if (o.z >= 0) 135 { 136 o.z = 0; 137 vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize; 138 vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y; 139 // size scaling 140 mySize.x *= resize; 141 mySize.y *= resize; 142 myPos.x += 0.5 * (mySize.x / resize - mySize.x); 143 myPos.y += (mySize.y / resize - mySize.y); 144 // this is where the origin of the string 145 vector namepos = myPos; 146 float namewidth = mySize.x; 147 if (autocvar_hud_shownames_status && this.sameteam) 148 { 149 vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize; 150 vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height; 151 if (this.healthvalue > 0) 152 { 153 HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar", 154 this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a, 155 DRAWFLAG_NORMAL); 156 } 157 if (this.armorvalue > 0) 158 { 159 HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar", 160 this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a, 161 DRAWFLAG_NORMAL); 162 } 163 } 164 string s = entcs_GetName(this.sv_entnum - 1); 165 if ((autocvar_hud_shownames_decolorize == 1 && teamplay) 166 || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1)); 167 drawfontscale = '1 1 0' * resize; 168 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors); 169 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize); 170 if (width != namewidth) namepos.x += (namewidth - width) / 2; 171 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL); 172 drawfontscale = '1 1 0'; 173 } 174} 175 176void Draw_ShowNames_All() 177{ 178 if (!autocvar_hud_shownames) return; 179 LL_EACH(shownames_ent, true, { 180 entity entcs = entcs_receiver(i); 181 if (!entcs) 182 { 183 make_pure(it); 184 continue; 185 } 186 make_impure(it); 187 assert(getthink(entcs), eprint(entcs)); 188 getthink(entcs)(entcs); 189 if (!entcs.has_origin) continue; 190 if (entcs.m_entcs_private) 191 { 192 it.healthvalue = entcs.healthvalue; 193 it.armorvalue = entcs.armorvalue; 194 it.sameteam = true; 195 } 196 else 197 { 198 it.healthvalue = 0; 199 it.armorvalue = 0; 200 it.sameteam = false; 201 } 202 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i); 203 if (!it.csqcmodel_isdead) setorigin(it, entcs.origin); 204 it.csqcmodel_isdead = dead; 205 Draw_ShowNames(it); 206 }); 207} 208