vector o;
o = project_3d_to_2d(self.origin);
- o_z = 0;
+ if not(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
+ {
+ o_z = 0;
- vector myPos, mySize;
- mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
- myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
+ vector myPos, mySize;
+ mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
+ myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
- vector iconpos, iconsize;
- vector namepos;
- float namesize;
+ vector iconpos, iconsize;
+ vector namepos;
+ float namesize;
- iconpos = myPos;
+ iconpos = myPos;
- if(autocvar_hud_shownames_status)
- {
- if(self.sameteam)
+ if(autocvar_hud_shownames_status)
{
- iconsize = eX * 2 * mySize_y + eY * mySize_y;
- // "ghost" backgrounds
- drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
+ if(self.sameteam)
+ {
+ iconsize = eX * 2 * mySize_y + eY * mySize_y;
+ // "ghost" backgrounds
+ drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
- drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.healthvalue/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
- drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
+ drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.healthvalue/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
+ drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
- drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.armorvalue/autocvar_hud_panel_healtharmor_maxarmor), vid_conwidth, myPos_y + iconsize_y);
- drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
- drawresetcliparea();
- }
- else if(autocvar_hud_shownames_status == 2)
- {
- iconsize = eX * 2 * mySize_y + eY * mySize_y;
- drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
+ drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.armorvalue/autocvar_hud_panel_healtharmor_maxarmor), vid_conwidth, myPos_y + iconsize_y);
+ drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
+ drawresetcliparea();
+ }
+ else if(autocvar_hud_shownames_status == 2)
+ {
+ iconsize = eX * 2 * mySize_y + eY * mySize_y;
+ drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
+ }
}
- }
- namepos = myPos + eX * 2 * iconsize_y + eY * 0.5 * (autocvar_hud_shownames_height - autocvar_hud_shownames_fontsize);
- namesize = mySize_x - 2 * iconsize_y;
+ namepos = myPos + eX * 2 * iconsize_y + eY * 0.5 * (autocvar_hud_shownames_height - autocvar_hud_shownames_fontsize);
+ namesize = mySize_x - 2 * iconsize_y;
- string s;
- s = GetPlayerName(self.the_entnum-1);
- s = textShortenToWidth(s, namesize, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
- drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
+ string s;
+ s = GetPlayerName(self.the_entnum-1);
+ s = textShortenToWidth(s, namesize, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
+ drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
- /* Or maybe a health bar instead?
- *
- if(self.health >= 0)
- {
- float align;
- if(self.build_finished)
- align = 0.5;
- else
- align = 0;
- drawhealthbar(o, rot * 90 * DEG2RAD, self.health, SPRITE_SIZE * t, SPRITE_HOTSPOT * t, SPRITE_HEALTHBAR_WIDTH * t, SPRITE_HEALTHBAR_HEIGHT * t, SPRITE_HEALTHBAR_MARGIN * t, SPRITE_HEALTHBAR_BORDER * t, align, self.teamradar_color, a * SPRITE_HEALTHBAR_BORDERALPHA, self.teamradar_color, a * SPRITE_HEALTHBAR_HEALTHALPHA, DRAWFLAG_NORMAL);
+ /* Or maybe a health bar instead?
+ *
+ if(self.health >= 0)
+ {
+ float align;
+ if(self.build_finished)
+ align = 0.5;
+ else
+ align = 0;
+ drawhealthbar(o, rot * 90 * DEG2RAD, self.health, SPRITE_SIZE * t, SPRITE_HOTSPOT * t, SPRITE_HEALTHBAR_WIDTH * t, SPRITE_HEALTHBAR_HEIGHT * t, SPRITE_HEALTHBAR_MARGIN * t, SPRITE_HEALTHBAR_BORDER * t, align, self.teamradar_color, a * SPRITE_HEALTHBAR_BORDERALPHA, self.teamradar_color, a * SPRITE_HEALTHBAR_HEALTHALPHA, DRAWFLAG_NORMAL);
+ }
+ */
}
- */
}
}