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Combined existing code to create LOS limited damage numbers for clients - #2

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oskrtg:feat/enableNonDebugDamageNumbers
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Combined existing code to create LOS limited damage numbers for clients#2
oskrtg wants to merge 1 commit into
rxut:masterfrom
oskrtg:feat/enableNonDebugDamageNumbers

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@oskrtg

@oskrtg oskrtg commented Apr 27, 2026

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Summary

Implement server-controlled gameplay damage number display with client-side placement customization and LOS gating.

Changes

New Server Settings

  • bShowDamageNumbers — Enables gameplay damage numbers (LOS-gated)
  • bEnableDamageDebugMode — Shows numbers regardless of LOS
  • bEnableDamageDebugConsoleMessages — Logs debug info to console
  • DamageNumberDuration, DamageNumberDecayExponent, DamageNumberAccumulationTime — Timing and fade curve tuning
  • DamageNumberDrawOffset — Server default horizontal position for damage numbers; overridable by client preference

New Client Setting

  • DamageNumberTextLocationX/Y — Client-side placement override; -1.0 sentinel falls back to server default

LOS Enforcement

  • Extracted DoVisibilityTrace() in IGPlus_HitFeedback for reuse across damage event processing
  • Gameplay numbers always LOS-gated; debug mode bypasses it
  • LOS failure signalled by negating Sw in ReceiveLocalizedMessage; Abs(Sw) used for actual damage magnitude

Rendering

  • DrawDamageNumbers in bbPlayerStatics reads client settings; uses client X/Y if set, otherwise server offset
  • Gate changed from bEnableDamageDebugMode to bShowDamageNumbers || bEnableDamageDebugMode

UI & Documentation

  • Server settings dialog: added all new server controls
  • Client settings dialog: added damage numbers section with screen location control
  • README updated with all new settings and behavior

…damage numbers optionally display for clients in regular gameplay. With customizable location.
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