81 #define OFF_SCREEN(o) (o.z < 0 || o.x < 0 || o.y < 0 || o.x > vid_conwidth || o.y > vid_conheight)
106 else if (!this.sameteam && !hit)
115 else if (overlap > 0)
118 if (this.
alpha >= minalpha)
123 else if (this.sameteam)
127 else if (
time > this.fadedelay || this.
alpha > 0)
160 if (!a || o.z < 0)
return;
173 vector myPos = o -
vec2(0.5 * mySize.x, mySize.y);
176 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
177 myPos.y += (mySize.y / resize - mySize.y);
179 this.
box_org = myPos + mySize / 2;
182 float namewidth = mySize.x;
190 this.
box_org.y = myPos.y + (mySize.y + sz.y) / 2;
196 if (this.healthvalue > 0)
218 myPos.x = o.x - (width * resize) / 2;
236 if (!
entcs.has_origin)
continue;
237 if (
entcs.m_entcs_private)
239 it.healthvalue =
entcs.healthvalue;
250 if ((!it.csqcmodel_isdead || it.alpha > 0) &&
entcs.origin != it.origin)
251 setorigin(it,
entcs.origin);
252 it.csqcmodel_isdead = dead;
#define MUTATOR_CALLHOOK(id,...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
Header file that describes the resource system.
#define drawcolorcodedstring(position, text, scale, alpha, flag)
#define drawfill(position, size, rgb, alpha, flag)
float spectatee_status_changed_time
const float ALPHA_MIN_VISIBLE
int spectatee_status
the -1 disables HUD panels before CSQC receives necessary data
string playername(string thename, int teamid, bool team_colorize)
string textShortenToWidth(string theText, float maxWidth, vector theFontSize, textLengthUpToWidth_widthFunction_t tw)
const float DRAWFLAG_NORMAL
const float MOVE_NOMONSTERS
float trace_networkentity
float entcs_GetAlpha(int i)
string entcs_GetName(int i)
#define entcs_receiver(...)
#define entcs_IsSpectating(i)
int autocvar_hud_panel_healtharmor_maxhealth
int autocvar_hud_panel_healtharmor_maxarmor
void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag)
noref float vid_conheight
#define LL_EACH(list, cond, body)
entity LL_PUSH(LinkedList this, entity e)
Push to tail.
#define make_pure(e)
direct use is
#define new_pure(class)
purely logical entities (not linked to the area grid)
const float SHOWNAMES_FADEDELAY
const float SHOWNAMES_FADESPEED
void Draw_ShowNames_All()
void Draw_ShowNames(entity this)
bool autocvar_hud_shownames
bool autocvar_hud_shownames_self
bool autocvar_hud_shownames_status
float autocvar_hud_shownames_alpha
float autocvar_hud_shownames_crosshairdistance_time
float autocvar_hud_shownames_crosshairdistance
int autocvar_hud_shownames_decolorize
float autocvar_hud_shownames_fontsize
float autocvar_hud_shownames_statusbar_height
float autocvar_hud_shownames_mindistance
float autocvar_hud_shownames_crosshairdistance_antioverlap
bool autocvar_hud_shownames_resize
float autocvar_hud_shownames_statusbar_highlight
bool autocvar_hud_shownames_antioverlap
float autocvar_hud_shownames_offset
float autocvar_hud_shownames_aspect
float autocvar_hud_shownames_maxdistance
float autocvar_hud_shownames_antioverlap_minalpha
bool autocvar_hud_shownames_enemies
#define STATIC_INIT(func)
during worldspawn
float stringwidth_colors(string s, vector theSize)
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
ERASEABLE float boxesoverlap(vector m1, vector m2, vector m3, vector m4)
requires that m2>m1 in all coordinates, and that m4>m3
vector project_3d_to_2d(vector vec)
int autocvar_chase_active