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srfont = dxCreateFont("DFHEIMDU_id.ttf",16) 
  
g_Root = getRootElement() 
g_ResRoot = getResourceRootElement(getThisResource()) 
g_Players = getElementsByType('player') 
g_Me = getLocalPlayer() 
  
nametag = {} 
local nametags = {} 
local g_screenX,g_screenY = guiGetScreenSize() 
local bHideNametags = false 
  
local NAMETAG_SCALE = 0.3 --Overall adjustment of the nametag, use this to resize but constrain proportions 
local NAMETAG_ALPHA_DISTANCE = 50 --Distance to start fading out 
local NAMETAG_DISTANCE = 100 --Distance until we're gone 
local NAMETAG_ALPHA = 255 --The overall alpha level of the nametag 
--The following arent actual pixel measurements, they're just proportional constraints 
local NAMETAG_TEXT_BAR_SPACE = 1 
local NAMETAG_WIDTH = 50 
local NAMETAG_HEIGHT = 5 
local NAMETAG_TEXTSIZE = 0.3 
local NAMETAG_OUTLINE_THICKNESS = 1.2 
  
  
-- 
local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE 
NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY 
  
-- Ensure the name tag doesn't get too big 
local maxScaleCurve = { {0, 0}, {3, 3}, {13, 5} } 
-- Ensure the text doesn't get too small/unreadable 
local textScaleCurve = { {0, 0.8}, {0.8, 1.2}, {99, 99} } 
-- Make the text a bit brighter and fade more gradually 
local textAlphaCurve = { {0, 0}, {25, 100}, {120, 190}, {255, 190} } 
  
setPedTargetingMarkerEnabled ( false )  
  
function nametag.create ( player ) 
    nametags[player] = true 
end 
  
function nametag.destroy ( player ) 
    nametags[player] = nil 
end 
  
addEventHandler ( "onClientPreRender", g_Root, 
    function() 
        if getElementData(getLocalPlayer(), "state.hud") == "disabled" then 
        return 
        end 
        -- Hideous quick fix -- 
        for i,player in ipairs(g_Players) do 
            if isElement(player) then 
                if player ~= g_Me then 
                    setPlayerNametagShowing ( player, false ) 
                    if not nametags[player] then 
                        nametag.create ( player ) 
                    end 
                end 
            end 
        end 
        if bHideNametags then 
            return 
        end 
        local x,y,z = getCameraMatrix() 
    
        for player in pairs(nametags) do 
            while true do 
                if not isElement(player) then break end 
                if getElementDimension(player) ~= getElementDimension(g_Me) then break end 
                local px,py,pz = getElementPosition ( player ) 
                if not isLineOfSightClear(x, y, z, px, py, pz, true, false, false, true, false, true) then break end 
                local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) 
                if pdistance <= NAMETAG_DISTANCE then 
                    --Get screenposition 
                    local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) 
                    if not sx or not sy then break end 
                    --Calculate our components 
                    local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE)) 
                    local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF) 
                    alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA) 
                    scale = math.evalCurve(maxScaleCurve,scale) 
                    local textscale = math.evalCurve(textScaleCurve,scale) 
                    local textalpha = math.evalCurve(textAlphaCurve,alpha) 
                    local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale) 
                    --Draw our text 
                    local playerName = getPlayerName(player):gsub("#%x%x%x%x%x%x","") 
                    local r,g,b = getPlayerNametagColor(player) 
                    local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 
                    local w = dxGetTextWidth(playerName, textscale * NAMETAG_TEXTSIZE, srfont) / 2 
                    local myR = getElementData(localPlayer, "reputation.reputation") 
                    local playerR = getElementData(player, "reputation.reputation") 
                     
                    local drawX = sx - NAMETAG_WIDTH*scale/2 
                    drawY = sy + offset 
                    local width,height =  NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale 
                    dxDrawText ( playerName, sx, sy - offset, sx, sy - offset, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE, srfont, "center", "bottom", false, false, false, true, true ) 
                        if myR and playerR then 
                            if getElementData(localPlayer, "reputation.criminal") == false and getElementData(player, "reputation.criminal") == false then 
                            rr, rg, rb = 158, 210, 229 
                            elseif getElementData(localPlayer, "reputation.criminal") == true and getElementData(player, "reputation.criminal") == false then 
                            rr, rg, rb = 217, 25, 31 
                            elseif getElementData(localPlayer, "reputation.criminal") == false and getElementData(player, "reputation.criminal") == true then 
                            rr, rg, rb = 217, 25, 31 
                            elseif getElementData(localPlayer, "reputation.criminal") == true and getElementData(player, "reputation.criminal") == true then 
                            rr, rg, rb = 246, 231, 89 
                            end 
                        else 
                        rr, rg, rb = r, g, b 
                        end 
                    dxDrawText ( playerName, sx, sy - offset, sx, sy - offset, tocolor(rr,rg,rb,255), textscale*NAMETAG_TEXTSIZE, srfont, "center", "bottom", false, false, false, true, true )          
                    nameWidth = dxGetTextWidth ( playerName, textscale*NAMETAG_TEXTSIZE, srfont ) 
                    teamWidth = nameWidth 
                    local team = getPlayerTeam(player) 
                        if team then 
                        dxDrawText ( "["..getTeamName(team).."]", sx, sy - offset + 6*scale, sx, sy - offset + 6*scale, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE*0.75, srfont, "center", "bottom", false, false, false, true, true ) 
                        dxDrawText ( "["..getTeamName(team).."]", sx, sy - offset + 6*scale, sx, sy - offset + 6*scale, tocolor(rr,rg,rb,255), textscale*NAMETAG_TEXTSIZE*0.75, srfont, "center", "bottom", false, false, false, true, true ) 
                        teamWidth = dxGetTextWidth ( "["..getTeamName(team).."]", textscale*NAMETAG_TEXTSIZE*0.75, srfont ) 
                        end 
                    local imageSize = dxGetFontHeight ( textscale*NAMETAG_TEXTSIZE, srfont ) 
                        if getElementData(player, "reputation.class") and fileExists ( ":reputation/class/classicon_"..getElementData(player, "reputation.class")..".png" ) then 
                        dxDrawImage ( sx - math.max(nameWidth/2, teamWidth/2) - imageSize - 1*scale, sy - imageSize, imageSize, imageSize, ":reputation/class/classicon_"..getElementData(player, "reputation.class")..".png" ) 
                        end 
                        if getElementData(player, "reputation.status") and fileExists ( ":reputation/reputation/goodevil_"..getElementData(player, "reputation.status")..".png" ) then 
                        dxDrawImage ( sx + math.max(nameWidth/2, teamWidth/2) + 1*scale, sy - imageSize, imageSize, imageSize, ":reputation/reputation/goodevil_"..getElementData(player, "reputation.status")..".png" ) 
                        end  
                end 
                break 
            end 
        end 
    end 
) 
  
  
---------------THE FOLLOWING IS THE MANAGEMENT OF NAMETAGS----------------- 
addEventHandler('onClientResourceStart', g_Root, 
    function() 
        for i,player in ipairs(getElementsByType"player") do 
            if player ~= g_Me then 
                nametag.create ( player ) 
            end 
        end 
    end 
) 
  
addEventHandler ( "onClientPlayerJoin", g_Root, 
    function() 
        if source == g_Me then return end 
        setPlayerNametagShowing ( source, false ) 
        nametag.create ( source ) 
    end 
) 
  
addEventHandler ( "onClientPlayerQuit", g_Root, 
    function() 
        nametag.destroy ( source ) 
    end 
) 
  
-- Math functions 
function math.lerp(from,to,alpha) 
    return from + (to-from) * alpha 
end 
  
-- curve is { {x1, y1}, {x2, y2}, {x3, y3} ... } 
function math.evalCurve( curve, input ) 
    -- First value 
    if input[1][1] then 
        return curve[1][2] 
    end 
    -- Interp value 
    for idx=2,#curve do 
        if input[idx][1] then 
            local x1 = curve[idx-1][1] 
            local y1 = curve[idx-1][2] 
            local x2 = curve[idx][1] 
            local y2 = curve[idx][2] 
            -- Find pos between input points 
            local alpha = (input - x1)/(x2 - x1); 
            -- Map to output points 
            return math.lerp(y1,y2,alpha) 
        end 
    end 
    -- Last value 
    return curve[#curve][2] 
end 
  
function dxDrawColorText(str, ax, ay, bx, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) 
  local pat = "(.-)#(%x%x%x%x%x%x)" 
  local s, e, cap, col = str:find(pat, 1) 
  local last = 1 
  while s do 
    if s ~= 1 or cap ~= "" then  
      local w = dxGetTextWidth(cap, scale, font) 
      dxDrawText(cap, ax, ay, ax + w, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) 
      ax = ax + w 
      color = tocolor(tonumber("0x"..string.sub(col, 1, 2)), tonumber("0x"..string.sub(col, 3, 4)), tonumber("0x"..string.sub(col, 5, 6)), 255) 
    end 
    last = e+1 
    s, e, cap, col = str:find(pat, last) 
  end 
  if last <= #str then 
    cap = str:sub(last) 
    local w = dxGetTextWidth(cap, scale, font) 
    dxDrawText(cap, ax, ay, ax + w, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) 
  end 
end  
  

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