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EFFx
Veteran Member
Join Date: Feb 2016
Location: São Paulo, Brasil
Old 01-16-2023 , 07:40   Origin to Hud
Reply With Quote #1

Was reading some threads about useful stocks in a russian forum and discovered this from 4 years ago: https://dev-cs.ru/threads/222/page-5#post-60600

Basically, it just does a lot of math to convert the user origin to hud position. Only thing I did was add the floatclamp so it sticks correctly to the user's screen even if the teammate is not in sight. Without it, the hud just goes to random places in the screen when the teammate is not visible.

PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <xs>

#define PLUGIN "New Plug-In"
#define VERSION "1.0"
#define AUTHOR "author"


public plugin_init() 
{
    
register_plugin(PLUGINVERSIONAUTHOR)
    
    
register_clcmd("say test""test")
}

public 
test(id)
{
    
set_task(0.1"updateHud"id, .flags "b")
}

public 
updateHud(id)
{    
    new 
iPlayers[32], iNumFloat:fOrigin[3], Float:fHudPos[2]
    
get_players(iPlayersiNum"ac")
    for(new 
iPlayeri;iNum;i++)
    {
        
iPlayer iPlayers[i]
        if(
get_user_team(iPlayer) == get_user_team(id))
        {
            
pev(iPlayerpev_originfOrigin)
            
WorldToScreen(idfOriginfHudPos)

            
set_hudmessage(255255255floatclamp(fHudPos[0], 0.01.0), floatclamp(fHudPos[1], 0.01.0), 00.10.10.00.0)
            
show_hudmessage(id"Teammate: %n"iPlayer)
        }
    }
}

WorldToScreenidFloat:point[3], Float:screen[2] )
{
    new 
bool:behind;
    new 
Float:w;
    new 
Float:worldToScreen[4][4];
    new 
Float:worldviewMatrix[4][4];
    new 
Float:projectionMatrix[4][4];
    
    new 
Float:viewangles[3];
    new 
Float:viewofs[3];
    new 
Float:vieworigin[3];
    
    
pev(idpev_originvieworigin);
    
pev(idpev_v_angleviewangles);
    
pev(idpev_view_ofsviewofs);
    
xs_vec_add(vieworiginviewofsvieworigin);
    
R_SetupModelviewMatrix(worldviewMatrixviewanglesvieworigin);
    
R_SetupProjectionMatrixprojectionMatrix );
    
Matrix4x4_ConcatworldToScreenprojectionMatrixworldviewMatrix );
    
    
screen[0] = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3];
    
screen[1] = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3];
    
worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3];
    
    if( 
0.001 )
    {
        
screen[0] *= 100000;
        
screen[1] *= 100000;
        
behind true;
    }
    else
    {
        new 
Float:invw 1.0 w;
        
screen[0] *= invw;
        
screen[1] *= invw;
        
behind false;
    }
    
screen[0] =  0.5 screen[0] * 1.0;
    
screen[1] = -0.5 screen[1] * 1.0;
    
screen[0] += 0.5 1.0;
    
screen[1] += 0.5 1.0;
    
    return 
behind;
}

Matrix4x4_CreateModelviewFloat:out[4][4] )
{
    
out[0][0] = out[1][1] = out[2][2] = 0.0;
    
out[3][0] = out[0][3] = 0.0;
    
out[3][1] = out[1][3] = 0.0;
    
out[3][2] = out[2][3] = 0.0;
    
out[3][3] = 1.0;
    
out[1][0] = out[0][2] = out[2][1] = 0.0;
    
out[2][0] = out[0][1] = -1.0;
    
out[1][2] = 1.0;
}

Matrix4x4_Copy(Float:out[4][4], Float:in[4][4])
{
    for(new 
0;4;i++)
    {
        for(new 
4j++)
        {
            
out[i][j] = in[i][j];  
        }
    }
}

Matrix4x4_CreateRotateFloat:out[4][4], FloatangleFloatxFloatyFloat)
{
    new 
FloatlenFloat:cFloat:s;
    
    
len z;
    if( 
len != 0.0 len 1.0 floatsqrootlen );
    
*= len;
    
*= len;
    
*= len;
    
    
angle *= (-M_PI 180.0);
    
floatsin(angle);
    
floatcos(angle);
    
    
out[0][0]=* (x);
    
out[0][1]=* (c) + s;
    
out[0][2]=* (c) - s;
    
out[0][3]=0.0;
    
out[1][0]=* (c) - s;
    
out[1][1]=* (y);
    
out[1][2]=* (c) + s;
    
out[1][3]=0.0;
    
out[2][0]=* (c) + s;
    
out[2][1]=* (c) - s;
    
out[2][2]=* (z);
    
out[2][3]=0.0;
    
out[3][0]=0.0;
    
out[3][1]=0.0;
    
out[3][2]=0.0;
    
out[3][3]=1.0;
}

Matrix4x4_ConcatFloat:out[4][4], const Float:in1[4][4], const Float:in2[4][4] )
{
    
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0] + in1[0][3] * in2[3][0];
    
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1] + in1[0][3] * in2[3][1];
    
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2] + in1[0][3] * in2[3][2];
    
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3] * in2[3][3];
    
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0] + in1[1][3] * in2[3][0];
    
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1] + in1[1][3] * in2[3][1];
    
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2] + in1[1][3] * in2[3][2];
    
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3] * in2[3][3];
    
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0] + in1[2][3] * in2[3][0];
    
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1] + in1[2][3] * in2[3][1];
    
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2] + in1[2][3] * in2[3][2];
    
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3] * in2[3][3];
    
out[3][0] = in1[3][0] * in2[0][0] + in1[3][1] * in2[1][0] + in1[3][2] * in2[2][0] + in1[3][3] * in2[3][0];
    
out[3][1] = in1[3][0] * in2[0][1] + in1[3][1] * in2[1][1] + in1[3][2] * in2[2][1] + in1[3][3] * in2[3][1];
    
out[3][2] = in1[3][0] * in2[0][2] + in1[3][1] * in2[1][2] + in1[3][2] * in2[2][2] + in1[3][3] * in2[3][2];
    
out[3][3] = in1[3][0] * in2[0][3] + in1[3][1] * in2[1][3] + in1[3][2] * in2[2][3] + in1[3][3] * in2[3][3];
}

Matrix4x4_ConcatRotateFloat:out[4][4], Float:angle,FloatxFloatyFloat)
{
    new 
Float:base[4][4], Float:temp[4][4];
    
    
Matrix4x4_Copybaseout );
    
Matrix4x4_CreateRotatetempanglexy);
    
Matrix4x4_Concatoutbasetemp );
}

Matrix4x4_CreateTranslateFloat:out[4][4], Float:xFloat:yFloat)
{
    
out[0][0] = 1.0;
    
out[0][1] = 0.0;
    
out[0][2] = 0.0;
    
out[0][3] = x;
    
out[1][0] = 0.0;
    
out[1][1] = 1.0;
    
out[1][2] = 0.0;
    
out[1][3] = y;
    
out[2][0] = 0.0;
    
out[2][1] = 0.0;
    
out[2][2] = 1.0;
    
out[2][3] = z;
    
out[3][0] = 0.0;
    
out[3][1] = 0.0;
    
out[3][2] = 0.0;
    
out[3][3] = 1.0;
}

Matrix4x4_ConcatTranslateFloat:out[4][4], Float:xFloat:yFloat:)
{
    new 
Floatbase[4][4], Floattemp[4][4];
    
    
Matrix4x4_Copybaseout );
    
Matrix4x4_CreateTranslatetempxy);
    
Matrix4x4_Concatoutbasetemp );
}

Matrix4x4_CreateProjectionFloat:out[4][4], Float:xMaxFloatxMinFloatyMaxFloatyMinFloatzNearFloat:zFar )
{
    
out[0][0] = ( 2.0 zNear ) / ( xMax xMin );
    
out[1][1] = ( 2.0 zNear ) / ( yMax yMin );
    
out[2][2] = -( zFar zNear ) / ( zFar zNear );
    
out[3][3] = out[0][1] = out[1][0] = out[3][0] = out[0][3] = out[3][1] = out[1][3] = 0.0;
    
    
out[2][0] = 0.0;
    
out[2][1] = 0.0;
    
out[0][2] = ( xMax xMin ) / ( xMax xMin );
    
out[1][2] = ( yMax yMin ) / ( yMax yMin );
    
out[3][2] = -1.0;
    
out[2][3] = -( 2.0 zFar zNear ) / ( zFar zNear );
}

R_SetupProjectionMatrixFloat:m[4][4] )
{
    new 
Float:xMinFloat:xMaxFloat:yMinFloat:yMaxFloat:zNearFloat:zFar;
    
    
zNear 4.0
    
    zFar 
floatmax256.08192.0 );
    
    
yMax zNear floattan74.0 M_PI 360.0 );
    
yMin = -yMax;
    
    
xMax zNear floattan90.0 M_PI 360.0 );
    
xMin = -xMax;
    
    
Matrix4x4_CreateProjectionmxMaxxMinyMaxyMinzNearzFar );
}

R_SetupModelviewMatrixFloatm[4][4], Float:viewangles[3], Float:vieworg[3])
{
    
Matrix4x4_CreateModelview);
    
Matrix4x4_ConcatRotatem, -viewangles[2], 1.00.00.0 );
    
Matrix4x4_ConcatRotatem, -viewangles[0], 0.01.00.0 );
    
Matrix4x4_ConcatRotatem, -viewangles[1], 0.00.01.0 );
    
Matrix4x4_ConcatTranslatem, -vieworg[0], -vieworg[1], -vieworg[2] );


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Last edited by EFFx; 01-16-2023 at 08:15.
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