-void Draw_WaypointSprite()
+// 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
+//
+void View_ShowNames()
{
if(!autocvar_hud_shownames)
return;
- string spriteimage;
- float t;
-
- if(self.lifetime)
- self.alpha = pow(bound(0, (self.fadetime - time) / self.lifetime, 1), waypointsprite_timealphaexponent);
- else
- self.alpha = 1;
-
- if(self.hideflags & 2)
- return; // radar only
-
- if(autocvar_cl_hidewaypoints >= 2)
- return;
-
- if(self.hideflags & 1)
- if(autocvar_cl_hidewaypoints)
- return; // fixed waypoint
-
- InterpolateOrigin_Do();
-
- t = GetPlayerColor(player_localentnum - 1) + 1;
-
- spriteimage = "";
-
- // choose the sprite
- switch(self.rule)
+ float i;
+ for(i = 0; i <= 255; ++i) // 255 players is engine limit
{
- case SPRITERULE_DEFAULT:
- if(self.team)
- {
- if(self.team == t)
- spriteimage = self.netname;
- else
- spriteimage = "";
- }
- else
- spriteimage = self.netname;
- break;
- case SPRITERULE_TEAMPLAY:
- if(t == COLOR_SPECTATOR + 1)
- spriteimage = self.netname3;
- else if(self.team == t)
- spriteimage = self.netname2;
- else
- spriteimage = self.netname;
- break;
- default:
- error("Invalid waypointsprite rule!");
- break;
- }
-
- if(spriteimage == "")
- return;
-
- float dist;
- dist = vlen(self.origin - view_origin);
-
- float a;
- a = self.alpha * autocvar_hud_panel_fg_alpha;
-
- 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;
-
- if(a <= 0)
- return;
-
- // draw the sprite image
- vector o;
- float rot;
- o = project_3d_to_2d(self.origin);
- rot = 0;
-
- if(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
- {
- // scale it to be just in view
- vector d;
- float f1, f2;
-
- // get the waypoint angle vector
- /*
- d_x = view_right * (self.origin - view_origin) * vid_conwidth / vid_width;
- d_y = -view_up * (self.origin - view_origin) * vid_conheight / (vid_height * vid_pixelheight);
- d_z = 0;
- */
-
- d = o - '0.5 0 0' * vid_conwidth - '0 0.5 0' * vid_conheight;
-
- /*
- if(autocvar_v_flipped)
- d_x = -d_x;
- */
-
- f1 = d_x / vid_conwidth;
- f2 = d_y / vid_conheight;
-
- if(max(f1, -f1) > max(f2, -f2))
- {
- if(d_z * f1 > 0)
- {
- // RIGHT edge
- d = d * (0.5 / f1);
- rot = 3;
- }
- else
- {
- // LEFT edge
- d = d * (-0.5 / f1);
- rot = 1;
- }
- }
- else
+ if(playerslots[i].isactive) // are the player coordinates/status current?
+ if(playerslots[i].sameteam || (!playerslots[i].sameteam && autocvar_hud_shownames_enemies))
{
- if(d_z * f2 > 0)
- {
- // BOTTOM edge
- d = d * (0.5 / f2);
- rot = 0;
- }
- else
- {
- // TOP edge
- d = d * (-0.5 / f2);
- rot = 2;
- }
- }
-
- o = d + '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
- }
- o_z = 0;
+ float t;
- float vidscale;
- vidscale = max(vid_conwidth / vid_width, vid_conheight / vid_height);
+ float a;
+ a = autocvar_hud_panel_fg_alpha;
- t = stof(db_get(tempdb, strcat("/spriteframes/", spriteimage)));
- if(t == 0)
- spriteimage = strcat("models/sprites/", spriteimage);
- else
- spriteimage = strcat("models/sprites/", spriteimage, "_frame", ftos(mod(floor((max(0, time - self.spawntime)) * 2), t)));
+ t = GetPlayerColor(player_localentnum - 1) + 1;
- float edgedistance_min, crosshairdistance;
- edgedistance_min = min4(o_y, o_x,vid_conwidth - o_x, vid_conheight - o_y);
+ float dist;
+ dist = vlen(self.origin - view_origin);
+
- crosshairdistance = sqrt( pow(o_x - vid_conwidth/2, 2) + pow(o_y - vid_conheight/2, 2) );
+ 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;
- t = waypointsprite_scale * vidscale;
- a *= waypointsprite_alpha;
+ if(a <= 0)
+ return;
+
+ entity oldself;
+ oldself = self;
+ self = playerslots[i];
+ InterpolateOrigin_Do();
+ self = oldself;
- {
- a = a * (1 - (1 - waypointsprite_distancefadealpha) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
- t = t * (1 - (1 - waypointsprite_distancefadescale) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
- }
- if (edgedistance_min < waypointsprite_edgefadedistance) {
- a = a * (1 - (1 - waypointsprite_edgefadealpha) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
- t = t * (1 - (1 - waypointsprite_edgefadescale) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
- }
- if(crosshairdistance < waypointsprite_crosshairfadedistance) {
- a = a * (1 - (1 - waypointsprite_crosshairfadealpha) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
- t = t * (1 - (1 - waypointsprite_crosshairfadescale) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
- }
- drawrotpic(o, rot * 90 * DEG2RAD, spriteimage, SPRITE_SIZE * t, SPRITE_HOTSPOT * t, '1 1 1', a, DRAWFLAG_MIPMAP);
+ // draw the sprite image
+ vector o;
+ o = project_3d_to_2d(playerslots[i].origin);
- if(self.build_finished)
- {
- if(time < self.build_finished + 0.25)
- {
- if(time < self.build_started)
- self.health = self.build_starthealth;
- else if(time < self.build_finished)
- self.health = (time - self.build_started) / (self.build_finished - self.build_started) * (1 - self.build_starthealth) + self.build_starthealth;
- else
- self.health = 1;
- }
- else
- self.health = -1;
- }
+ o_z = 0;
- 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);
- }
-}
+ 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;
-float shownames_alpha;
-void HUD_ShowNames(void)
-{
- // for each playerslot etc
+ vector iconpos, iconsize;
+ vector namepos, namesize;
- vector iconpos, iconsize;
- vector namepos, namesize;
- if(mySize_x/mySize_y > 6)
- {
- iconpos = myPos;
- iconsize = eX * 2 * mySize_y + eY * mySize_y;
+ iconpos = myPos;
- namepos = myPos + eX * 2 * mySize_y;
- namesize = eX * mySize_x - eX * 2 * mySize_y + eY * mySize_y;
- }
- else
- {
- iconpos = myPos + eX * 0.5 * mySize_x - eX * 0.5 * mySize_y;
- iconsize = eX * mySize_y + eY * 0.5 * mySize_y;
-
- namepos = myPos + eY * 0.5 * mySize_y;
- namesize = eX * mySize_x + eY * 0.5 * mySize_y;
- }
+ if(autocvar_hud_shownames_status)
+ {
+ 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);
+ }
+ }
- if(shownames_health > 0) // otherwise player is an enemy
- {
- // "ghost" backgrounds
- drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+ namepos = myPos + eX * 2 * iconsize_y;
+ namesize = eX * mySize_x - eX * 2 * iconsize_y + eY * mySize_y;
- drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, shownames_health/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
- drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawcolorcodedstring_aspect(namepos, GetPlayerName(i), namesize, a, DRAWFLAG_NORMAL);
- drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, shownames_armor/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', panel_fg_alpha, DRAWFLAG_NORMAL);
- drawresetcliparea();
- }
- else
- {
- drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', panel_fg_alpha, DRAWFLAG_NORMAL);
- drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', panel_fg_alpha, 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);
+ }
+ */
+ }
}
-
- if(autocvar__hud_configure)
- drawcolorcodedstring_aspect(namepos, "Player1234", namesize, panel_fg_alpha, DRAWFLAG_NORMAL);
- else
- drawcolorcodedstring_aspect(namepos, shownames_netname, namesize, panel_fg_alpha, DRAWFLAG_NORMAL);
}
-