Quote:
Originally Posted by FlaminSarge
Out of curiosity, where does the math for delta vec -> screenspace come from?
Also, why do GetDeltaVector and GetDistFromProj use different methods of getting client abs origin?
If you create separate SyncHuds for each projectile and pass those into DrawIndicator, you could get sharper tracking (killing or repurposing each SyncHud as its projectile dies).
Lastly, I believe the annotation feature of TF2 (as in https://forums.alliedmods.net/showthread.php?p=1317304 ) can do most of this already, including screenspace indicators and in-world blips, though you can't modify the size it takes up on the screen (for the in-world ones).
|
it comes from Valve's C++ code for detecting the Health Plus sign when you're a medic and someone calls for a medic.
@props Code by Valve from their Source Engine
hud_damageindicator.cpp. The problem is that some of the code is actually unused so I commented that out.
reason for different methods of getting player abs origin is through sheer oversight
The reason I didn't use annotations is that annotations are bulky in the screen and too much of them is ultimately annoying, Secondly, I thought it was more better for my experience to do it from scratch and it came out exactly as hoped!
__________________