1 float autocvar_g_spawn_near_teammate_distance;
4 MUTATOR_HOOKFUNCTION(msnt_Spawn_Score)
8 spawn_spot.msnt_lookat = world;
13 RandomSelection_Init();
14 FOR_EACH_PLAYER(p) if(p != self) if(p.team == self.team) if(!p.deadflag)
16 float l = vlen(spawn_spot.origin - p.origin);
17 if(l > autocvar_g_spawn_near_teammate_distance)
21 if(!checkpvs(spawn_spot.origin, p))
23 RandomSelection_Add(p, 0, string_null, 1, 1);
26 if(RandomSelection_chosen_ent)
28 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
29 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
31 else if(self.team == spawn_spot.team)
32 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
37 MUTATOR_HOOKFUNCTION(msnt_PlayerSpawn)
39 if(spawn_spot.msnt_lookat)
41 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
42 self.angles_x = -self.angles_x;
44 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
45 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
46 sprint(self, "angles: ", vtos(self.angles), "\n");
53 MUTATOR_DEFINITION(mutator_spawn_near_teammate)
55 MUTATOR_HOOK(Spawn_Score, msnt_Spawn_Score, CBC_ORDER_ANY);
56 MUTATOR_HOOK(PlayerSpawn, msnt_PlayerSpawn, CBC_ORDER_ANY);