if (_screen_coords) {
this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
- //this.m_shrink_rate = autocvar_cl_damagetext_2d_shrink_rate;
} else {
this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
this.m_shrink_rate = 0;
if (this == DamageText_screen_first) {
// start from 0 offset again, hopefully, others (if any) will have faded away by now
DamageText_screen_first = NULL;
- //damagetext_screen_count = 0;
DamageText_screen_count = 0;
}
}
DamageText dt = NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire);
make_impure(dt);
DamageText_screen_first = dt;
- //damagetext_screen_count = 1;
DamageText_screen_count = 1;
} else {
screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count;
- //damagetext_screen_count++;
DamageText_screen_count++;
make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));
}