}
}
-.float healthvalue, armorvalue, isactive, sameteam;
void Ent_ShowNames()
{
- float sf, the_entnum;
+ float sf;
- sf = ReadByte();
- the_entnum = ReadByte();
+ // entity init, TODO can this be done only once somehow?
+ self.the_entnum = ReadByte(); // TODO: fixme to only send once somehow
+ self.think = ShowNames_Think;
+ self.nextthink = time;
- if(sf & 4) // entity is out of range/culled by pvs, i.e. we do not need any origin/status info, only the knowledge that we should ignore this ent
- {
- playerslots[the_entnum-1].isactive = FALSE;
- return;
- }
- playerslots[the_entnum-1].isactive = TRUE; // otherwise, player is in range
+ sf = ReadByte();
if(sf & 1)
{
- playerslots[the_entnum-1].origin_x = ReadShort();
- playerslots[the_entnum-1].origin_y = ReadShort();
- playerslots[the_entnum-1].origin_z = ReadShort();
+ self.origin_x = ReadShort();
+ self.origin_y = ReadShort();
+ self.origin_z = ReadShort();
}
if(sf & 2)
{
- playerslots[the_entnum-1].healthvalue = ReadByte();
- playerslots[the_entnum-1].armorvalue = ReadByte();
+ self.healthvalue = ReadByte();
+ self.armorvalue = ReadByte();
}
if(sf & 128) // same team
- playerslots[the_entnum-1].sameteam = TRUE;
+ self.sameteam = TRUE;
else
- playerslots[the_entnum-1].sameteam = FALSE;
+ self.sameteam = FALSE;
}
// CSQC_Ent_Update : Called every frame that the server has indicated an update to the SSQC / CSQC entity has occured.
-// playerslots[i].isactive = player is in range and coordinates/status (health and armor) are up to date
-// playerslots[i].origin = player origin TODO: should maybe move this so it's the origin of the shownames tag already in SSQC for culling?
-// playerslots[i].healthvalue
-// playerslots[i].armorvalue
-// playerslots[i].sameteam = player is on same team as local client
+// self.isactive = player is in range and coordinates/status (health and armor) are up to date
+// self.origin = player origin TODO: should maybe move this so it's the origin of the shownames tag already in SSQC for culling?
+// self.healthvalue
+// self.armorvalue
+// self.sameteam = player is on same team as local client
//
-void View_ShowNames()
+void Draw_ShowNames()
{
if(!autocvar_hud_shownames)
return;
- float i;
- for(i = 0; i <= 255; ++i) // 255 players is engine limit
+ if(self.sameteam || (!self.sameteam && autocvar_hud_shownames_enemies))
{
- if(playerslots[i].isactive) // are the player coordinates/status current?
- if(playerslots[i].sameteam || (!playerslots[i].sameteam && autocvar_hud_shownames_enemies))
- {
- float t;
-
- float a;
- a = autocvar_hud_panel_fg_alpha;
+ float a;
+ a = autocvar_hud_panel_fg_alpha;
- t = GetPlayerColor(player_localentnum - 1) + 1;
+ InterpolateOrigin_Do();
- float dist;
- dist = vlen(self.origin - view_origin);
-
+ // draw the sprite image
+ vector o;
+ o = project_3d_to_2d(self.origin);
- if(self.maxdistance > waypointsprite_normdistance)
- a *= pow(bound(0, (self.maxdistance - dist) / (self.maxdistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent);
- else if(self.maxdistance > 0)
- a *= pow(bound(0, (waypointsprite_fadedistance - dist) / (waypointsprite_fadedistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent) * (1 - waypointsprite_minalpha) + waypointsprite_minalpha;
+ o_z = 0;
- if(a <= 0)
- return;
-
- entity oldself;
- oldself = self;
- self = playerslots[i];
- InterpolateOrigin_Do();
- self = oldself;
+ 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;
- // draw the sprite image
- vector o;
- o = project_3d_to_2d(playerslots[i].origin);
+ vector iconpos, iconsize;
+ vector namepos, namesize;
- o_z = 0;
+ iconpos = myPos;
- 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, namesize;
+ if(autocvar_hud_shownames_status)
+ {
+ 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);
- iconpos = myPos;
+ 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);
- if(autocvar_hud_shownames_status)
+ 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)
{
- if(playerslots[i].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, playerslots[i].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, playerslots[i].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);
- }
+ 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;
- namesize = eX * mySize_x - eX * 2 * iconsize_y + eY * mySize_y;
+ namepos = myPos + eX * 2 * iconsize_y;
+ namesize = eX * mySize_x - eX * 2 * iconsize_y + eY * mySize_y;
- drawcolorcodedstring_aspect(namepos, GetPlayerName(i), namesize, a, DRAWFLAG_NORMAL);
+ drawcolorcodedstring_aspect(namepos, GetPlayerName(self.the_entnum), namesize, 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);
}
+ */
}
}
+
+void ShowNames_Think()
+{
+
+
+}