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) && !IS_DEAD(it), LAMBDA(
31 if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
33 if(vdist(spawn_spot.origin - it.origin, <, 48))
35 if(!checkpvs(spawn_spot.origin, it))
37 RandomSelection_Add(it, 0, string_null, 1, 1);
40 if(RandomSelection_chosen_ent)
42 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
43 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
45 else if(self.team == spawn_spot.team)
46 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
51 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
53 if(!teamplay) { return false; }
54 // Note: when entering this, fixangle is already set.
55 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
57 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
58 self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
60 entity best_mate = world;
61 vector best_spot = '0 0 0';
62 float pc = 0, best_dist = 0, dist = 0;
63 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
64 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.msnt_timer < time)
67 if(SAME_TEAM(self, it))
68 if(time > it.spawnshieldtime) // spawn shielding
69 if(STAT(FROZEN, it) == 0)
72 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 100', MOVE_NOMONSTERS, it);
73 if(trace_fraction != 1.0)
74 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
76 pc = pointcontents(trace_endpos + '0 0 1');
77 if(pc == CONTENT_EMPTY)
79 if(vdist(it.velocity, >, 5))
80 fixedmakevectors(vectoangles(it.velocity));
82 fixedmakevectors(it.angles);
84 for(pc = 0; pc < 4; ++pc) // test 4 diffrent spots close to mate
89 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128, MOVE_NOMONSTERS, it);
92 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 , MOVE_NOMONSTERS, it);
95 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 64 - v_forward * 64, MOVE_NOMONSTERS, it);
98 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 64 - v_forward * 64, MOVE_NOMONSTERS, it);
101 //tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128, MOVE_NOMONSTERS, it);
105 if(trace_fraction == 1.0)
107 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NOMONSTERS, it);
108 if(trace_fraction != 1.0)
110 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
112 dist = vlen(trace_endpos - self.msnt_deathloc);
113 if(dist < best_dist || best_dist == 0)
116 best_spot = trace_endpos;
122 setorigin(self, trace_endpos);
123 self.angles = it.angles;
124 self.angles_z = 0; // never spawn tilted even if the spot says to
125 it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
136 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
139 setorigin(self, best_spot);
140 self.angles = best_mate.angles;
141 self.angles_z = 0; // never spawn tilted even if the spot says to
142 best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
145 else if(spawn_spot.msnt_lookat)
147 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
148 self.angles_x = -self.angles.x;
149 self.angles_z = 0; // never spawn tilted even if the spot says to
151 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
152 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
153 sprint(self, "angles: ", vtos(self.angles), "\n");
160 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
162 frag_target.msnt_deathloc = frag_target.origin;
166 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");