1 #include "sv_spawn_near_teammate.qh"
3 #include <common/mapobjects/trigger/hurt.qh>
5 #include <lib/float.qh>
7 string autocvar_g_spawn_near_teammate;
8 float autocvar_g_spawn_near_teammate_distance;
9 int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
10 int autocvar_g_spawn_near_teammate_ignore_spawnpoint_max;
11 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
12 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
13 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
14 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
16 REGISTER_MUTATOR(spawn_near_teammate, expr_evaluate(autocvar_g_spawn_near_teammate));
22 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
24 if (!teamplay) return;
26 entity player = M_ARGV(0, entity);
27 entity spawn_spot = M_ARGV(1, entity);
28 vector spawn_score = M_ARGV(2, vector);
30 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS_CVAR(player).cvar_cl_spawn_near_teammate))
33 spawn_spot.msnt_lookat = NULL;
35 RandomSelection_Init();
36 FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), {
37 if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
39 if(vdist(spawn_spot.origin - it.origin, <, 48))
41 if(!checkpvs(spawn_spot.origin, it))
43 RandomSelection_AddEnt(it, 1, 1);
46 if(RandomSelection_chosen_ent)
48 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
49 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
51 else if(player.team == spawn_spot.team)
52 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
54 M_ARGV(2, vector) = spawn_score;
58 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
60 if (!teamplay) return;
62 entity player = M_ARGV(0, entity);
63 entity spawn_spot = M_ARGV(1, entity);
65 int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
66 FOREACH_CLIENT(IS_PLAYER(it),
70 case NUM_TEAM_1: ++num_red; break;
71 case NUM_TEAM_2: ++num_blue; break;
72 case NUM_TEAM_3: ++num_yellow; break;
73 case NUM_TEAM_4: ++num_pink; break;
77 if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
78 return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
80 // Note: when entering this, fixangle is already set.
81 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS_CVAR(player).cvar_cl_spawn_near_teammate))
83 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
84 player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
86 entity best_mate = NULL;
87 vector best_pos = '0 0 0';
88 float best_dist2 = FLOAT_MAX;
90 FOREACH_CLIENT_RANDOM(IS_PLAYER(it), {
91 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_max && tested >= autocvar_g_spawn_near_teammate_ignore_spawnpoint_max) break;
93 if (PHYS_INPUT_BUTTON_CHAT(it)) continue;
94 if (DIFF_TEAM(player, it)) continue;
95 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && GetResource(it, RES_HEALTH) < autocvar_g_balance_health_regenstable) continue;
96 if (IS_DEAD(it)) continue;
97 if (time < it.msnt_timer) continue;
98 if (StatusEffects_active(STATUSEFFECT_SpawnShield, it)) continue;
99 if (weaponLocked(it)) continue;
100 if (it == player) continue;
102 tested++; // i consider a teammate to be available when he passes the checks above
104 vector horiz_vel = vec2(it.velocity);
105 // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking
106 // when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player
107 vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0';
108 if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
110 FIXED_MAKE_VECTORS(vectoangles(horiz_vel), forward, right, up);
114 FIXED_MAKE_VECTORS(it.angles, forward, right, up);
117 // test different spots close to mate - trace upwards so it works on uneven surfaces
118 // don't spawn in front of player or directly behind to avoid players shooting each other
119 // test the potential spots in pairs (first pair is better than second and so on) but don't prefer one side
120 snt_ofs[0] = up * 64 + right * 128 - forward * 64;
121 snt_ofs[1] = up * 64 - right * 128 - forward * 64;
122 snt_ofs[2] = up * 64 + right * 192;
123 snt_ofs[3] = up * 64 - right * 192;
124 snt_ofs[4] = up * 64 + right * 64 - forward * 128;
125 snt_ofs[5] = up * 64 - right * 64 - forward * 128;
126 RandomSelection_Init();
127 for(int i = 0; i < 6; ++i)
129 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin + snt_ofs[i], MOVE_NOMONSTERS, it);
131 vector horizontal_trace_endpos = trace_endpos;
132 //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
133 if (trace_fraction != 1.0) goto skip;
135 // 400 is about the height of a typical laser jump (in overkill)
136 // not traceline because we need space for the whole player, not just his origin
137 tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - 400 * up, MOVE_NORMAL, it);
138 vector vectical_trace_endpos = trace_endpos;
139 //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
140 if (trace_startsolid) goto skip; // inside another player
141 if (trace_fraction == 1.0) goto skip; // above void or too high
142 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) goto skip;
143 if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) goto skip; // no lava or slime (or water which i assume would be annoying anyway)
144 if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), vectical_trace_endpos)) goto skip;
146 // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
147 // top front of player's bbox - highest point we know is not inside solid
148 vector floor_test_start = vectical_trace_endpos + up * STAT(PL_MAX, player).z + forward * STAT(PL_MAX, player).x;
149 traceline(floor_test_start, floor_test_start + forward * 100 - up * 128, MOVE_NOMONSTERS, it);
150 //te_beam(NULL, floor_test_start, trace_endpos);
151 if (trace_fraction == 1.0) goto skip;
153 if (autocvar_g_nades) {
154 bool nade_in_range = false;
155 IL_EACH(g_projectiles, it.classname == "nade",
157 if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
158 nade_in_range = true;
162 if (nade_in_range) goto skip;
165 // here, we know we found a good spot
166 RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
167 //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + forward * 10);
170 if (i % 2 == 1 && RandomSelection_chosen_ent)
172 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
174 float dist2 = vlen2(RandomSelection_chosen_ent.origin - player.death_origin);
175 if (dist2 < best_dist2)
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 break; // 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");