From 65c59bf5af22bcd73d29d87dfc9ae87273f41ca6 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Fri, 8 Jul 2011 23:57:11 +0200 Subject: [PATCH] shownames: also fade out if the player is behind you --- qcsrc/client/shownames.qc | 16 ++++++---------- 1 file changed, 6 insertions(+), 10 deletions(-) diff --git a/qcsrc/client/shownames.qc b/qcsrc/client/shownames.qc index e2f531778..43cca5439 100644 --- a/qcsrc/client/shownames.qc +++ b/qcsrc/client/shownames.qc @@ -13,22 +13,18 @@ void Draw_ShowNames(entity ent) if(ent.sv_entnum == player_localentnum && !autocvar_chase_active) return; + makevectors(view_angles); + if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies)) { ent.origin_z += autocvar_hud_shownames_offset; if(!ent.sameteam) { - /* WIP, why does trace_ent != ent not work as intended here? - if(autocvar_hud_shownames_enemies != 2) // player has to point at enemy if so - { - traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVETYPE_FLY, world); - print("trace_endpos: ", vtos(trace_endpos), " view_origin: ", vtos(view_origin), "\n"); - if(trace_ent != ent) - return; - }*/ - - traceline(ent.origin, view_origin, 1, ent); + if((ent.origin - view_origin) * v_forward < 0) + trace_endpos = view_origin + '0 0 65536'; // mismatches, so fade out + else + traceline(ent.origin, view_origin, 1, ent); } vector o, eo; -- 2.39.2