3 float autocvar_g_spawn_near_teammate_distance;
4 int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
5 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
6 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
7 int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
8 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
10 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate") && teamplay);
15 .vector msnt_deathloc;
17 .float cvar_cl_spawn_near_teammate;
19 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
21 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
26 spawn_spot.msnt_lookat = world;
31 RandomSelection_Init();
32 FOR_EACH_PLAYER(p) if(p != self) if(p.team == self.team) if(!p.deadflag)
34 float l = vlen(spawn_spot.origin - p.origin);
35 if(l > autocvar_g_spawn_near_teammate_distance)
39 if(!checkpvs(spawn_spot.origin, p))
41 RandomSelection_Add(p, 0, string_null, 1, 1);
44 if(RandomSelection_chosen_ent)
46 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
47 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
49 else if(self.team == spawn_spot.team)
50 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
55 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
57 // Note: when entering this, fixangle is already set.
58 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
60 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
61 self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
63 entity team_mate, best_mate = world;
64 vector best_spot = '0 0 0';
65 float pc = 0, best_dist = 0, dist = 0;
66 FOR_EACH_PLAYER(team_mate)
68 if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && team_mate.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0)
69 if(team_mate.deadflag == DEAD_NO)
70 if(team_mate.msnt_timer < time)
71 if(SAME_TEAM(self, team_mate))
72 if(time > team_mate.spawnshieldtime) // spawn shielding
73 if(team_mate.frozen == 0)
76 tracebox(team_mate.origin, PL_MIN, PL_MAX, team_mate.origin - '0 0 100', MOVE_WORLDONLY, team_mate);
77 if(trace_fraction != 1.0)
78 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
80 pc = pointcontents(trace_endpos + '0 0 1');
81 if(pc == CONTENT_EMPTY)
83 if(vlen(team_mate.velocity) > 5)
84 fixedmakevectors(vectoangles(team_mate.velocity));
86 fixedmakevectors(team_mate.angles);
88 for(pc = 0; pc != 5; ++pc) // test 5 diffrent spots close to mate
93 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 128, MOVE_NORMAL, team_mate);
96 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 128 , MOVE_NORMAL, team_mate);
99 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
102 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
105 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_forward * 128, MOVE_NORMAL, team_mate);
109 if(trace_fraction == 1.0)
111 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NORMAL, team_mate);
112 if(trace_fraction != 1.0)
114 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
116 dist = vlen(trace_endpos - self.msnt_deathloc);
117 if(dist < best_dist || best_dist == 0)
120 best_spot = trace_endpos;
121 best_mate = team_mate;
126 setorigin(self, trace_endpos);
127 self.angles = team_mate.angles;
128 self.angles_z = 0; // never spawn tilted even if the spot says to
129 team_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
140 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
143 setorigin(self, best_spot);
144 self.angles = best_mate.angles;
145 self.angles_z = 0; // never spawn tilted even if the spot says to
146 best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
149 else if(spawn_spot.msnt_lookat)
151 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
152 self.angles_x = -self.angles.x;
153 self.angles_z = 0; // never spawn tilted even if the spot says to
155 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
156 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
157 sprint(self, "angles: ", vtos(self.angles), "\n");
164 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
166 self.msnt_deathloc = self.origin;
170 MUTATOR_HOOKFUNCTION(spawn_near_teammate, GetCvars)
172 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_spawn_near_teammate, "cl_spawn_near_teammate");