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"));
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))
24 spawn_spot.msnt_lookat = world;
29 RandomSelection_Init();
30 FOREACH_CLIENT(IS_PLAYER(it) && it != self && SAME_TEAM(it, self) && it.deadflag == DEAD_NO, LAMBDA(
31 float l = vlen(spawn_spot.origin - it.origin);
32 if(l > autocvar_g_spawn_near_teammate_distance)
36 if(!checkpvs(spawn_spot.origin, it))
38 RandomSelection_Add(it, 0, string_null, 1, 1);
41 if(RandomSelection_chosen_ent)
43 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
44 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
46 else if(self.team == spawn_spot.team)
47 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
52 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
54 if(!teamplay) { return false; }
55 // Note: when entering this, fixangle is already set.
56 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
58 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
59 self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
61 entity best_mate = world;
62 vector best_spot = '0 0 0';
63 float pc = 0, best_dist = 0, dist = 0;
64 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
65 if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0)
66 if(it.deadflag == DEAD_NO)
67 if(it.msnt_timer < time)
68 if(SAME_TEAM(self, it))
69 if(time > it.spawnshieldtime) // spawn shielding
73 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 100', MOVE_WORLDONLY, it);
74 if(trace_fraction != 1.0)
75 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
77 pc = pointcontents(trace_endpos + '0 0 1');
78 if(pc == CONTENT_EMPTY)
80 if(vlen(it.velocity) > 5)
81 fixedmakevectors(vectoangles(it.velocity));
83 fixedmakevectors(it.angles);
85 for(pc = 0; pc < 5; ++pc) // test 5 diffrent spots close to mate
90 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128, MOVE_NORMAL, it);
93 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 , MOVE_NORMAL, it);
96 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 64 - v_forward * 64, MOVE_NORMAL, it);
99 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 64 - v_forward * 64, MOVE_NORMAL, it);
102 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128, MOVE_NORMAL, it);
106 if(trace_fraction == 1.0)
108 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NORMAL, it);
109 if(trace_fraction != 1.0)
111 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
113 dist = vlen(trace_endpos - self.msnt_deathloc);
114 if(dist < best_dist || best_dist == 0)
117 best_spot = trace_endpos;
123 setorigin(self, trace_endpos);
124 self.angles = it.angles;
125 self.angles_z = 0; // never spawn tilted even if the spot says to
126 it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
137 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
140 setorigin(self, best_spot);
141 self.angles = best_mate.angles;
142 self.angles_z = 0; // never spawn tilted even if the spot says to
143 best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
146 else if(spawn_spot.msnt_lookat)
148 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
149 self.angles_x = -self.angles.x;
150 self.angles_z = 0; // never spawn tilted even if the spot says to
152 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
153 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
154 sprint(self, "angles: ", vtos(self.angles), "\n");
161 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
163 self.msnt_deathloc = self.origin;
167 MUTATOR_HOOKFUNCTION(spawn_near_teammate, GetCvars)
169 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_spawn_near_teammate, "cl_spawn_near_teammate");