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@Agiel Agiel commented Oct 8, 2025

Description

Replaces armor with health, making the difference between classes less opaque.

image

cl_neo_hud_health_mode replaces cl_neo_hud_health_as_percentage, with the options:

  • 0 - Percent
  • 1 - Hit points (Default)
  • 2 - Effective hit points. Basically hit points divided by the current damage multiplier. Mostly for debugging purposes when you want the damage displayed on the hud to match the damage values in the weapon scripts.

Note that the damage reports shown when you die or at end of round will always be in hit points, since that was sort of the point of this PR. It's of course possible to have that follow the health mode cvar as well if players ask for it in the future.

cl_neo_hud_iff_verbosity

  • 0 - Only show name and range
  • 1 - Name, range and health
  • 2 - Classic. I.e. name, range and health + fluff

cl_neo_hud_iff_healthbars since it can be hard to quickly tell how healthy someone is based on hit points when you don't know their class.

  • 0 - Disabled
  • 1 - Enabled

TODO

  • Figure out if the display option needs to be more granular. Maybe players want certain HUD elements to display percent even if they have everything else in hit points. No, for this PR we stick to one cvar for everything
  • Change the assist threshold to be in percent.
  • Add menu option.

Toolchain

  • Windows MSVC VS2022

Linked Issues

@Agiel Agiel marked this pull request as ready for review October 19, 2025 09:44
@Agiel Agiel requested a review from a team October 19, 2025 09:45
@Agiel Agiel merged commit c33554a into NeotokyoRebuild:master Oct 21, 2025
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[FEATURE] Health can be expressed either as a percentage or as class-derived effective value

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