ddnet/src/game/client/components/nameplates.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/textrender.h>
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/generated/client_data.h>
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#include <game/client/gameclient.h>
#include <game/client/animstate.h>
#include "nameplates.h"
#include "controls.h"
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void CNamePlates::RenderNameplate(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CNetObj_PlayerInfo *pPlayerInfo
)
{
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float IntraTick = Client()->IntraGameTick();
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vec2 Position = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), IntraTick);
// render name plate
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if(!pPlayerInfo->m_Local)
{
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//TextRender()->TextColor
float a = 1;
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if(g_Config.m_ClNameplatesAlways == 0)
a = clamp(1-powf(distance(m_pClient->m_pControls->m_TargetPos, Position)/200.0f,16.0f), 0.0f, 1.0f);
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const char *pName = m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_aName;
float tw = TextRender()->TextWidth(0, 28.0f, pName, -1);
TextRender()->TextColor(1,1,1,a);
TextRender()->Text(0, Position.x-tw/2.0f, Position.y-60, 28.0f, pName, -1);
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if(g_Config.m_Debug) // render client id when in debug aswell
{
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char aBuf[128];
str_format(aBuf, sizeof(aBuf),"%d", pPlayerInfo->m_ClientId);
TextRender()->Text(0, Position.x, Position.y-90, 28.0f, aBuf, -1);
}
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TextRender()->TextColor(1,1,1,1);
}
}
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void CNamePlates::OnRender()
{
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if (!g_Config.m_ClNameplates)
return;
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for(int i = 0; i < MAX_CLIENTS; i++)
{
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// only render active characters
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if(!m_pClient->m_Snap.m_aCharacters[i].m_Active)
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continue;
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const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
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if(pInfo)
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{
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RenderNameplate(
&m_pClient->m_Snap.m_aCharacters[i].m_Prev,
&m_pClient->m_Snap.m_aCharacters[i].m_Cur,
(const CNetObj_PlayerInfo *)pInfo);
}
}
}