if (can_use_3d && !prefer_2d) {
// world coords
- if (autocvar_cl_damagetext_accumulate_range) {
- for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); 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
- && e.m_group == server_entity_index
- && current_alpha(e) > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
- DamageText_update(e, entcs.origin, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
- return;
- }
+ // using 1 as minimum because of shotgun (same as menu)
+ 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
+ && e.m_group == server_entity_index
+ && current_alpha(e) > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
+ DamageText_update(e, entcs.origin, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
+ return;
}
}
make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));
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)
+ // 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);