1 #include "sv_spawn_near_teammate.qh"
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 entity player = M_ARGV(0, entity);
22 entity spawn_spot = M_ARGV(1, entity);
23 vector spawn_score = M_ARGV(2, vector);
25 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
28 spawn_spot.msnt_lookat = NULL;
33 RandomSelection_Init();
34 FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), LAMBDA(
35 if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
37 if(vdist(spawn_spot.origin - it.origin, <, 48))
39 if(!checkpvs(spawn_spot.origin, it))
41 RandomSelection_AddEnt(it, 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(player.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
52 M_ARGV(2, vector) = spawn_score;
55 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
57 if(!teamplay) { return; }
58 entity player = M_ARGV(0, entity);
59 entity spawn_spot = M_ARGV(1, entity);
61 int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
62 FOREACH_CLIENT(IS_PLAYER(it),
66 case NUM_TEAM_1: ++num_red; break;
67 case NUM_TEAM_2: ++num_blue; break;
68 case NUM_TEAM_3: ++num_yellow; break;
69 case NUM_TEAM_4: ++num_pink; break;
73 if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
74 return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
76 // Note: when entering this, fixangle is already set.
77 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
79 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
80 player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
82 entity best_mate = NULL;
83 vector best_pos = '0 0 0';
84 float best_vlen2 = 1000000000;
85 FOREACH_CLIENT_RANDOM(IS_PLAYER(it), LAMBDA(
86 //LOG_INFOF(" for client: %s %v\n", it.netname, it.origin);
87 if (!SAME_TEAM(player, it)) continue;
88 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health < autocvar_g_balance_health_regenstable) continue;
89 if (IS_DEAD(it)) continue;
90 if (time < it.msnt_timer) continue;
91 if (time < it.spawnshieldtime) continue;
92 if (forbidWeaponUse(it)) continue;
93 if (it == player) continue;
95 vector horiz_vel = vec2(it.velocity);
96 if (vdist(horiz_vel, >, 450))
97 fixedmakevectors(vectoangles(horiz_vel));
99 fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
101 // test different spots close to mate - trace upwards so it works on uneven surfaces
102 // don't spawn in front of player or directly behind to avoid players shooting each other
103 // test the potential spots in pairs but don't prefer one side
104 RandomSelection_Init();
105 for(int i = 0; i < 6; ++i)
110 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 64 + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
113 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 64 - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
116 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
119 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
122 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 + v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
125 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
129 vector horizontal_trace_endpos = trace_endpos;
130 //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
131 if (trace_fraction != 1.0) break;
133 // 400 is about the height of a typical laser jump (in overkill)
134 // not traceline because we need space for the whole player, not just his origin
135 tracebox(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
136 vector vectical_trace_endpos = trace_endpos;
137 //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
138 if (trace_startsolid) break; // inside another player
139 if (trace_fraction == 1.0) break; // above void or too high
140 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) break;
141 if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) break; // no lava or slime (or water which i assume would be annoying anyway)
142 if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) break;
144 // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
145 vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, NULL).z + v_forward * STAT(PL_MAX, NULL).x; // top front of player's bbox - highest point we know is not inside solid
146 traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
147 //te_beam(NULL, floor_test_start, trace_endpos);
148 if (trace_fraction == 1.0) break;
150 if (autocvar_g_nades) {
151 bool nade_in_range = false;
152 IL_EACH(g_projectiles, it.classname == "nade",
154 if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
155 nade_in_range = true;
159 if (nade_in_range) break;
162 // here, we know we found a good spot
163 RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
164 //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10);
165 //LOG_INFOF("mod: %d, ent: %d\n", i % 2 == 1, etof(RandomSelection_chosen_ent));
168 if (i % 2 == 1 && RandomSelection_chosen_ent)
170 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
172 float dist2 = vlen2(RandomSelection_chosen_ent.origin - player.msnt_deathloc);
173 LOG_INFOF(" dist: %f, best_vlen2 %f\n", dist2, best_vlen2);
174 if (dist2 < best_vlen2)
176 LOG_INFOF(" new best dist - pos: %v\n", RandomSelection_chosen_vec);
178 best_pos = RandomSelection_chosen_vec;
179 best_mate = RandomSelection_chosen_ent;
184 setorigin(player, RandomSelection_chosen_vec);
185 player.angles = RandomSelection_chosen_ent.angles;
186 player.angles_z = 0; // never spawn tilted even if the spot says to
187 RandomSelection_chosen_ent.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
190 continue; // don't test the other spots near this teammate, go to the next one
195 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
198 setorigin(player, best_pos);
199 player.angles = best_mate.angles;
200 player.angles_z = 0; // never spawn tilted even if the spot says to
201 best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
204 else if(spawn_spot.msnt_lookat)
206 player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin);
207 player.angles_x = -player.angles.x;
208 player.angles_z = 0; // never spawn tilted even if the spot says to
210 sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
211 sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n");
212 sprint(player, "angles: ", vtos(player.angles), "\n");
217 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
219 entity frag_target = M_ARGV(0, entity);
221 frag_target.msnt_deathloc = frag_target.origin;
224 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");