// generated file; do not modify
#include <common/mutators/mutator/damagetext/damagetext.qc>
+#ifdef CSQC
+ #include <common/mutators/mutator/damagetext/cl_damagetext.qc>
+#endif
+#ifdef SVQC
+ #include <common/mutators/mutator/damagetext/sv_damagetext.qc>
+#endif
+#ifdef MENUQC
+ #include <common/mutators/mutator/damagetext/ui_damagetext.qc>
+#endif
// generated file; do not modify
#include <common/mutators/mutator/damagetext/damagetext.qh>
+#ifdef CSQC
+ #include <common/mutators/mutator/damagetext/cl_damagetext.qh>
+#endif
+#ifdef SVQC
+ #include <common/mutators/mutator/damagetext/sv_damagetext.qh>
+#endif
+#ifdef MENUQC
+ #include <common/mutators/mutator/damagetext/ui_damagetext.qh>
+#endif
--- /dev/null
+#include "cl_damagetext.qh"
+
+// no translatable cvar description please
+AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
+AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}, {potential}: full damage not capped to target's health, {potential_health}: health damage not capped to target's health");
+AUTOCVAR_SAVE(cl_damagetext_format_verbose, bool, false, "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
+AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant, bool, false, "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
+STATIC_INIT(DamageText_LegacyFormat) {
+ // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
+ // enable damagetext while updating the format for a one time effect
+ if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
+ localcmd("\nseta cl_damagetext 1\n");
+ localcmd("\nseta cl_damagetext_format -{total}\n");
+ };
+}
+AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
+AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
+AUTOCVAR_SAVE(cl_damagetext_size_min, float, 10, "Damage text font size for small damage");
+AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 25, "How much damage is considered small");
+AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large damage");
+AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 140, "How much damage is considered large");
+AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
+AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
+AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
+AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
+AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
+AUTOCVAR_SAVE(cl_damagetext_accumulate_alpha_rel, float, 0.65, "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha");
+AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
+AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
+
+CLASS(DamageText, Object)
+ ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
+ ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
+ ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
+ ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
+ ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
+ ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
+ ATTRIB(DamageText, m_group, int, 0);
+ ATTRIB(DamageText, m_friendlyfire, bool, false);
+ ATTRIB(DamageText, m_healthdamage, int, 0);
+ ATTRIB(DamageText, m_armordamage, int, 0);
+ ATTRIB(DamageText, m_potential_damage, int, 0);
+ ATTRIB(DamageText, m_deathtype, int, 0);
+ ATTRIB(DamageText, time_prev, float, time);
+ ATTRIB(DamageText, text, string, string_null);
+
+ void DamageText_draw2d(DamageText this) {
+ float dt = time - this.time_prev;
+ this.time_prev = time;
+ setorigin(this, this.origin + dt * this.velocity);
+ this.alpha -= dt * this.fade_rate;
+ if (this.alpha < 0) delete(this);
+ vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
+ if (pos.z >= 0 && this.m_size > 0) {
+ pos.z = 0;
+ vector rgb;
+ if (this.m_friendlyfire) {
+ rgb = this.m_color_friendlyfire;
+ } else {
+ rgb = this.m_color;
+ }
+ if (autocvar_cl_damagetext_color_per_weapon) {
+ Weapon w = DEATH_WEAPONOF(this.m_deathtype);
+ if (w != WEP_Null) rgb = w.wpcolor;
+ }
+
+ vector drawfontscale_save = drawfontscale;
+ drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
+ drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
+ drawfontscale = drawfontscale_save;
+ }
+ }
+ ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
+
+ void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
+ this.m_healthdamage = _health;
+ this.m_armordamage = _armor;
+ this.m_potential_damage = _potential_damage;
+ this.m_deathtype = _deathtype;
+ setorigin(this, _origin);
+ this.alpha = autocvar_cl_damagetext_alpha_start;
+
+ int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
+ int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
+ int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
+ int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
+ int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
+
+ bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
+
+ string s = autocvar_cl_damagetext_format;
+ s = strreplace("{armor}", (
+ (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
+ ? ""
+ : sprintf("%d", armor)
+ ), s);
+ s = strreplace("{potential}", (
+ (redundant && autocvar_cl_damagetext_format_hide_redundant)
+ ? ""
+ : sprintf("%d", potential)
+ ), s);
+ s = strreplace("{potential_health}", (
+ (redundant && autocvar_cl_damagetext_format_hide_redundant)
+ ? ""
+ : sprintf("%d", potential_health)
+ ), s);
+
+ s = strreplace("{health}", (
+ (health == potential_health || !autocvar_cl_damagetext_format_verbose)
+ ? sprintf("%d", health)
+ : sprintf("%d (%d)", health, potential_health)
+ ), s);
+ s = strreplace("{total}", (
+ (total == potential || !autocvar_cl_damagetext_format_verbose)
+ ? sprintf("%d", total)
+ : sprintf("%d (%d)", total, potential)
+ ), s);
+
+ // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
+ // so players can use them on new servers and still have working damagetext on old ones
+ while (true) {
+ int opening_pos = strstrofs(s, "{", 0);
+ if (opening_pos == -1) break;
+ int closing_pos = strstrofs(s, "}", opening_pos);
+ if (closing_pos == -1 || closing_pos <= opening_pos) break;
+ s = strcat(
+ substring(s, 0, opening_pos),
+ substring_range(s, closing_pos + 1, strlen(s))
+ );
+ }
+
+ if (this.text) strunzone(this.text);
+ this.text = strzone(s);
+
+ float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
+ float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
+ float scale_factor = size_range / damage_range;
+ this.m_size = bound(
+ autocvar_cl_damagetext_size_min,
+ (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
+ autocvar_cl_damagetext_size_max);
+ }
+
+ CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
+ CONSTRUCT(DamageText);
+ this.m_group = _group;
+ this.m_friendlyfire = _friendlyfire;
+ DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
+ IL_PUSH(g_drawables_2d, this);
+ }
+
+ DESTRUCTOR(DamageText) {
+ if (this.text) strunzone(this.text);
+ }
+ENDCLASS(DamageText)
+
+NET_HANDLE(damagetext, bool isNew)
+{
+ int group = ReadShort();
+ vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
+ int deathtype = ReadInt24_t();
+ int flags = ReadByte();
+ bool friendlyfire = flags & DTFLAG_SAMETEAM;
+
+ int health, armor, potential_damage;
+ if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
+ else health = ReadShort();
+ if (flags & DTFLAG_NO_ARMOR) armor = 0;
+ else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
+ else armor = ReadShort();
+ if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
+ else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
+ else potential_damage = ReadShort();
+
+ return = true;
+ if (autocvar_cl_damagetext) {
+ if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
+ return;
+ }
+ if (autocvar_cl_damagetext_accumulate_range) {
+ for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
+ if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
+ DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
+ return;
+ }
+ }
+ }
+ make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
+ }
+}
--- /dev/null
+#pragma once
#include "damagetext.qh"
-#include "lib/math.qh"
-
-#define DAMAGETEXT_PRECISION_MULTIPLIER 128
-#define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
-
-const int DTFLAG_SAMETEAM = BIT(0);
-const int DTFLAG_BIG_HEALTH = BIT(1);
-const int DTFLAG_BIG_ARMOR = BIT(2);
-const int DTFLAG_BIG_POTENTIAL = BIT(3);
-const int DTFLAG_NO_ARMOR = BIT(4);
-const int DTFLAG_NO_POTENTIAL = BIT(5);
-
-REGISTER_MUTATOR(damagetext, true);
-
-// || defined(MENUQC)
-#if defined(CSQC)
-// no translatable cvar description please
-AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
-AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}, {potential}: full damage not capped to target's health, {potential_health}: health damage not capped to target's health");
-AUTOCVAR_SAVE(cl_damagetext_format_verbose, bool, false, "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
-AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant, bool, false, "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
-STATIC_INIT(DamageText_LegacyFormat) {
- // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
- // enable damagetext while updating the format for a one time effect
- if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
- localcmd("\nseta cl_damagetext 1\n");
- localcmd("\nseta cl_damagetext_format -{total}\n");
- };
-}
-AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
-AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
-AUTOCVAR_SAVE(cl_damagetext_size_min, float, 10, "Damage text font size for small damage");
-AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 25, "How much damage is considered small");
-AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large damage");
-AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 140, "How much damage is considered large");
-AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
-AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
-AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
-AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
-AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
-AUTOCVAR_SAVE(cl_damagetext_accumulate_alpha_rel, float, 0.65, "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha");
-AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
-AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
-#endif
-
-#ifdef CSQC
-CLASS(DamageText, Object)
- ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
- ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
- ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
- ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
- ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
- ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
- ATTRIB(DamageText, m_group, int, 0);
- ATTRIB(DamageText, m_friendlyfire, bool, false);
- ATTRIB(DamageText, m_healthdamage, int, 0);
- ATTRIB(DamageText, m_armordamage, int, 0);
- ATTRIB(DamageText, m_potential_damage, int, 0);
- ATTRIB(DamageText, m_deathtype, int, 0);
- ATTRIB(DamageText, time_prev, float, time);
- ATTRIB(DamageText, text, string, string_null);
-
- void DamageText_draw2d(DamageText this) {
- float dt = time - this.time_prev;
- this.time_prev = time;
- setorigin(this, this.origin + dt * this.velocity);
- this.alpha -= dt * this.fade_rate;
- if (this.alpha < 0) delete(this);
- vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
- if (pos.z >= 0 && this.m_size > 0) {
- pos.z = 0;
- vector rgb;
- if (this.m_friendlyfire) {
- rgb = this.m_color_friendlyfire;
- } else {
- rgb = this.m_color;
- }
- if (autocvar_cl_damagetext_color_per_weapon) {
- Weapon w = DEATH_WEAPONOF(this.m_deathtype);
- if (w != WEP_Null) rgb = w.wpcolor;
- }
-
- vector drawfontscale_save = drawfontscale;
- drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
- drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
- drawfontscale = drawfontscale_save;
- }
- }
- ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
-
- void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
- this.m_healthdamage = _health;
- this.m_armordamage = _armor;
- this.m_potential_damage = _potential_damage;
- this.m_deathtype = _deathtype;
- setorigin(this, _origin);
- this.alpha = autocvar_cl_damagetext_alpha_start;
-
- int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
- int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
- int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
- int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
- int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
-
- bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
-
- string s = autocvar_cl_damagetext_format;
- s = strreplace("{armor}", (
- (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
- ? ""
- : sprintf("%d", armor)
- ), s);
- s = strreplace("{potential}", (
- (redundant && autocvar_cl_damagetext_format_hide_redundant)
- ? ""
- : sprintf("%d", potential)
- ), s);
- s = strreplace("{potential_health}", (
- (redundant && autocvar_cl_damagetext_format_hide_redundant)
- ? ""
- : sprintf("%d", potential_health)
- ), s);
-
- s = strreplace("{health}", (
- (health == potential_health || !autocvar_cl_damagetext_format_verbose)
- ? sprintf("%d", health)
- : sprintf("%d (%d)", health, potential_health)
- ), s);
- s = strreplace("{total}", (
- (total == potential || !autocvar_cl_damagetext_format_verbose)
- ? sprintf("%d", total)
- : sprintf("%d (%d)", total, potential)
- ), s);
-
- // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
- // so players can use them on new servers and still have working damagetext on old ones
- while (true) {
- int opening_pos = strstrofs(s, "{", 0);
- if (opening_pos == -1) break;
- int closing_pos = strstrofs(s, "}", opening_pos);
- if (closing_pos == -1 || closing_pos <= opening_pos) break;
- s = strcat(
- substring(s, 0, opening_pos),
- substring_range(s, closing_pos + 1, strlen(s))
- );
- }
-
- if (this.text) strunzone(this.text);
- this.text = strzone(s);
-
- float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
- float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
- float scale_factor = size_range / damage_range;
- this.m_size = bound(
- autocvar_cl_damagetext_size_min,
- (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
- autocvar_cl_damagetext_size_max);
- }
-
- CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
- CONSTRUCT(DamageText);
- this.m_group = _group;
- this.m_friendlyfire = _friendlyfire;
- DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
- IL_PUSH(g_drawables_2d, this);
- }
-
- DESTRUCTOR(DamageText) {
- if (this.text) strunzone(this.text);
- }
-ENDCLASS(DamageText)
-#endif
-
REGISTER_NET_TEMP(damagetext)
-
-#ifdef SVQC
-AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
-#define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
-#define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
-#define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
-#define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
-MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
- if (SV_DAMAGETEXT_DISABLED()) return;
- const entity attacker = M_ARGV(0, entity);
- const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
- const float health = M_ARGV(2, float);
- const float armor = M_ARGV(3, float);
- const int deathtype = M_ARGV(5, int);
- const float potential_damage = M_ARGV(6, float);
- const vector location = hit.origin;
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
- if (
- (SV_DAMAGETEXT_ALL()) ||
- (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
- (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
- (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
- ) {
- int flags = 0;
- if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
- if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
- if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
- if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
- if (!armor) flags |= DTFLAG_NO_ARMOR;
- if (almost_equals_eps(armor + health, potential_damage, 5)) flags |= DTFLAG_NO_POTENTIAL;
-
- msg_entity = it;
- WriteHeader(MSG_ONE, damagetext);
- WriteEntity(MSG_ONE, hit);
- WriteCoord(MSG_ONE, location.x);
- WriteCoord(MSG_ONE, location.y);
- WriteCoord(MSG_ONE, location.z);
- WriteInt24_t(MSG_ONE, deathtype);
- WriteByte(MSG_ONE, flags);
-
- // we need to send a few decimal places to minimize errors when accumulating damage
- // sending them multiplied saves bandwidth compared to using WriteCoord,
- // however if the multiplied damage would be too much for (signed) short, we send an int24
- if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
- else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
- if (!(flags & DTFLAG_NO_ARMOR))
- {
- if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
- else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
- }
- if (!(flags & DTFLAG_NO_POTENTIAL))
- {
- if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
- else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
- }
- }
- ));
-}
-#endif
-
-#ifdef CSQC
-NET_HANDLE(damagetext, bool isNew)
-{
- int group = ReadShort();
- vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
- int deathtype = ReadInt24_t();
- int flags = ReadByte();
- bool friendlyfire = flags & DTFLAG_SAMETEAM;
-
- int health, armor, potential_damage;
- if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
- else health = ReadShort();
- if (flags & DTFLAG_NO_ARMOR) armor = 0;
- else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
- else armor = ReadShort();
- if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
- else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
- else potential_damage = ReadShort();
-
- return = true;
- if (autocvar_cl_damagetext) {
- if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
- return;
- }
- if (autocvar_cl_damagetext_accumulate_range) {
- for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
- if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
- DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
- return;
- }
- }
- }
- make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
- }
-}
-#endif
-
-#ifdef MENUQC
-
-#include <menu/gamesettings.qh>
-
-CLASS(XonoticDamageTextSettings, XonoticTab)
- REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
- ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
- ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
- ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
- ATTRIB(XonoticDamageTextSettings, columns, float, 5);
- INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
- METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
- METHOD(XonoticDamageTextSettings, fill, void(entity this))
- {
- entity e;
- this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
- this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
- this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size minimum:")));
- setDependent(e, "cl_damagetext", 1, 1);
- this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_min"));
- setDependent(e, "cl_damagetext", 1, 1);
- this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size maximum:")));
- 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);
- this.TD(this, 1, 2, e = makeXonoticSlider(0, 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);
- this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
- setDependent(e, "cl_damagetext", 1, 1);
- this.TR(this);
- this.TR(this);
- // friendly fire
- this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
- setDependent(e, "cl_damagetext", 1, 1);
- this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
- setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
- this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
- setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
- this.TR(this);
- }
-ENDCLASS(XonoticDamageTextSettings)
-#endif
#pragma once
-#ifdef MENUQC
-#include <menu/xonotic/tab.qh>
-#endif
+#define DAMAGETEXT_PRECISION_MULTIPLIER 128
+#define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
+
+const int DTFLAG_SAMETEAM = BIT(0);
+const int DTFLAG_BIG_HEALTH = BIT(1);
+const int DTFLAG_BIG_ARMOR = BIT(2);
+const int DTFLAG_BIG_POTENTIAL = BIT(3);
+const int DTFLAG_NO_ARMOR = BIT(4);
+const int DTFLAG_NO_POTENTIAL = BIT(5);
--- /dev/null
+#include "sv_damagetext.qh"
+
+AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
+
+REGISTER_MUTATOR(damagetext, true);
+
+#define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
+#define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
+#define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
+#define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
+MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
+ if (SV_DAMAGETEXT_DISABLED()) return;
+ const entity attacker = M_ARGV(0, entity);
+ const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
+ const float health = M_ARGV(2, float);
+ const float armor = M_ARGV(3, float);
+ const int deathtype = M_ARGV(5, int);
+ const float potential_damage = M_ARGV(6, float);
+ const vector location = hit.origin;
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ if (
+ (SV_DAMAGETEXT_ALL()) ||
+ (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
+ (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
+ (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
+ ) {
+ int flags = 0;
+ if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
+ if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
+ if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
+ if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
+ if (!armor) flags |= DTFLAG_NO_ARMOR;
+ if (almost_equals_eps(armor + health, potential_damage, 5)) flags |= DTFLAG_NO_POTENTIAL;
+
+ msg_entity = it;
+ WriteHeader(MSG_ONE, damagetext);
+ WriteEntity(MSG_ONE, hit);
+ WriteCoord(MSG_ONE, location.x);
+ WriteCoord(MSG_ONE, location.y);
+ WriteCoord(MSG_ONE, location.z);
+ WriteInt24_t(MSG_ONE, deathtype);
+ WriteByte(MSG_ONE, flags);
+
+ // we need to send a few decimal places to minimize errors when accumulating damage
+ // sending them multiplied saves bandwidth compared to using WriteCoord,
+ // however if the multiplied damage would be too much for (signed) short, we send an int24
+ if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ if (!(flags & DTFLAG_NO_ARMOR))
+ {
+ if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+ }
+ if (!(flags & DTFLAG_NO_POTENTIAL))
+ {
+ if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+ }
+ }
+ ));
+}
--- /dev/null
+#pragma once
--- /dev/null
+#include "ui_damagetext.qh"
+
+#include <menu/gamesettings.qh>
+#include <menu/xonotic/tab.qh>
+
+CLASS(XonoticDamageTextSettings, XonoticTab)
+ REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
+ ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
+ ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
+ ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
+ ATTRIB(XonoticDamageTextSettings, columns, float, 5);
+ INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
+ METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
+ METHOD(XonoticDamageTextSettings, fill, void(entity this))
+ {
+ entity e;
+ this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
+ this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
+ this.TR(this);
+ this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size minimum:")));
+ setDependent(e, "cl_damagetext", 1, 1);
+ this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_min"));
+ setDependent(e, "cl_damagetext", 1, 1);
+ this.TR(this);
+ this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size maximum:")));
+ 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);
+ this.TD(this, 1, 2, e = makeXonoticSlider(0, 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);
+ this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
+ setDependent(e, "cl_damagetext", 1, 1);
+ this.TR(this);
+ this.TR(this);
+ // friendly fire
+ this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
+ setDependent(e, "cl_damagetext", 1, 1);
+ this.TR(this);
+ this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
+ setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
+ this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
+ setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
+ this.TR(this);
+ }
+ENDCLASS(XonoticDamageTextSettings)
--- /dev/null
+#pragma once