#include #include #include #include #include #include #include "nameplates.h" #include "controls.h" void CNamePlates::RenderNameplate( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CNetObj_PlayerInfo *pPlayerInfo ) { float IntraTick = Client()->IntraGameTick(); vec2 Position = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), IntraTick); // render name plate if(!pPlayerInfo->m_Local) { //TextRender()->TextColor float a = 1; 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); 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); if(g_Config.m_Debug) // render client id when in debug aswell { char aBuf[128]; str_format(aBuf, sizeof(aBuf),"%d", pPlayerInfo->m_ClientId); TextRender()->Text(0, Position.x, Position.y-90, 28.0f, aBuf, -1); } TextRender()->TextColor(1,1,1,1); } } void CNamePlates::OnRender() { if (!g_Config.m_ClNameplates) return; for(int i = 0; i < MAX_CLIENTS; i++) { // only render active characters if(!m_pClient->m_Snap.m_aCharacters[i].m_Active) continue; const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i); if(pInfo) { RenderNameplate( &m_pClient->m_Snap.m_aCharacters[i].m_Prev, &m_pClient->m_Snap.m_aCharacters[i].m_Cur, (const CNetObj_PlayerInfo *)pInfo); } } }