overlap = 0;
}
+ // o.z is < 0 when o is behind me
+ #define OFF_SCREEN(o) (o.z < 0 || o.x < 0 || o.y < 0 || o.x > vid_conwidth || o.y > vid_conheight)
if (overlap == -1 && autocvar_hud_shownames_antioverlap)
{
// fade tag out if another tag that is closer to you overlaps
if (!(entcs && entcs.has_sv_origin))
continue;
vector eo = project_3d_to_2d(it.origin);
- if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
+ if (OFF_SCREEN(eo)) continue;
eo.z = 0;
if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
&& vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
}
});
}
- bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
if (this.csqcmodel_isdead) // dead player, fade out slowly
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
}
- else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
+ else if (!this.sameteam && !hit) // view blocked, fade out
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
this.fadedelay = 0; // reset fade in delay, enemy has left the view
}
- else if (overlap > 0) // tag overlap detected, fade out
+ else if (OFF_SCREEN(o) || overlap > 0) // out of view or tag overlap detected, fade out
{
this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
}