if (can_use_3d && !prefer_2d) {
// world coords
- // using 1 as minimum because of shotgun (same as menu)
+ // 1 as min because shotgun sends damagetext per pellet (see https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/1994).
for (entity e = findradius(entcs.origin, max(autocvar_cl_damagetext_accumulate_range, 1)); e; e = e.chain) {
if (e.instanceOfDamageText
&& !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches
setDependent(e, "cl_damagetext", 1, 1);
this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max"));
setDependent(e, "cl_damagetext", 1, 1);
- this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
- setDependent(e, "cl_damagetext", 1, 1);
- // 1 as min because shotgun sends damagetext per pellet (see https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/1994).
- // It's capped to 1 in code too but let's not lie to users by allowing the slider to go to 0, it would still accumulate
- // when hitting a stationary player using a weapon with no push.
- this.TD(this, 1, 2, e = makeXonoticSlider(1, 500, 1, "cl_damagetext_accumulate_range"));
- setDependent(e, "cl_damagetext", 1, 1);
- this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
- setDependent(e, "cl_damagetext", 1, 1);
- this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
- setDependent(e, "cl_damagetext", 1, 1);
this.TR(this);
this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
setDependent(e, "cl_damagetext", 1, 1);