int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
-REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate") && teamplay);
+REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
.entity msnt_lookat;
MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
{SELFPARAM();
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
- return 0;
-
- entity p;
+ return false;
spawn_spot.msnt_lookat = world;
if(!teamplay)
- return 0;
+ return false;
RandomSelection_Init();
- FOR_EACH_PLAYER(p) if(p != self) if(p.team == self.team) if(!p.deadflag)
- {
- float l = vlen(spawn_spot.origin - p.origin);
- if(l > autocvar_g_spawn_near_teammate_distance)
+ FOREACH_CLIENT(IS_PLAYER(it) && it != self && SAME_TEAM(it, self) && !IS_DEAD(it), LAMBDA(
+ if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
continue;
- if(l < 48)
+ if(vdist(spawn_spot.origin - it.origin, <, 48))
continue;
- if(!checkpvs(spawn_spot.origin, p))
+ if(!checkpvs(spawn_spot.origin, it))
continue;
- RandomSelection_Add(p, 0, string_null, 1, 1);
- }
+ RandomSelection_Add(it, 0, string_null, 1, 1);
+ ));
if(RandomSelection_chosen_ent)
{
else if(self.team == spawn_spot.team)
spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
- return 0;
+ return false;
}
MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
-{SELFPARAM();
+{
+ if(!teamplay) { return false; }
+ entity player = M_ARGV(0, entity);
+
+ int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ switch(it.team)
+ {
+ case NUM_TEAM_1: ++num_red; break;
+ case NUM_TEAM_2: ++num_blue; break;
+ case NUM_TEAM_3: ++num_yellow; break;
+ case NUM_TEAM_4: ++num_pink; break;
+ }
+ });
+
+ if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
+ return false; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
+
// Note: when entering this, fixangle is already set.
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
{
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
- self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
+ player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
- entity team_mate, best_mate = world;
+ entity best_mate = world;
vector best_spot = '0 0 0';
float pc = 0, best_dist = 0, dist = 0;
- FOR_EACH_PLAYER(team_mate)
- {
- if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && team_mate.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0)
- if(team_mate.deadflag == DEAD_NO)
- if(team_mate.msnt_timer < time)
- if(SAME_TEAM(self, team_mate))
- if(time > team_mate.spawnshieldtime) // spawn shielding
- if(team_mate.frozen == 0)
- if(team_mate != self)
+ FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ 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)
+ if(!IS_DEAD(it))
+ if(it.msnt_timer < time)
+ if(SAME_TEAM(player, it))
+ if(time > it.spawnshieldtime) // spawn shielding
+ if(STAT(FROZEN, it) == 0)
+ if(it != player)
{
- tracebox(team_mate.origin, PL_MIN, PL_MAX, team_mate.origin - '0 0 100', MOVE_WORLDONLY, team_mate);
+ tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 100', MOVE_NOMONSTERS, it);
if(trace_fraction != 1.0)
if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
{
pc = pointcontents(trace_endpos + '0 0 1');
if(pc == CONTENT_EMPTY)
{
- if(vlen(team_mate.velocity) > 5)
- fixedmakevectors(vectoangles(team_mate.velocity));
+ if(vdist(it.velocity, >, 5))
+ fixedmakevectors(vectoangles(it.velocity));
else
- fixedmakevectors(team_mate.angles);
+ fixedmakevectors(it.angles);
- for(pc = 0; pc != 5; ++pc) // test 5 diffrent spots close to mate
+ for(pc = 0; pc < 4; ++pc) // test 4 diffrent spots close to mate
{
switch(pc)
{
case 0:
- tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 128, MOVE_NORMAL, team_mate);
+ tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128, MOVE_NOMONSTERS, it);
break;
case 1:
- tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 128 , MOVE_NORMAL, team_mate);
+ tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 , MOVE_NOMONSTERS, it);
break;
case 2:
- tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
+ tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 - v_forward * 64, MOVE_NOMONSTERS, it);
break;
case 3:
- tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
- break;
- case 4:
- tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_forward * 128, MOVE_NORMAL, team_mate);
+ tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 - v_forward * 64, MOVE_NOMONSTERS, it);
break;
+ //case 4:
+ //tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128, MOVE_NOMONSTERS, it);
+ //break;
}
if(trace_fraction == 1.0)
{
- traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NORMAL, team_mate);
+ traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NOMONSTERS, it);
if(trace_fraction != 1.0)
{
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
{
- dist = vlen(trace_endpos - self.msnt_deathloc);
+ dist = vlen(trace_endpos - player.msnt_deathloc);
if(dist < best_dist || best_dist == 0)
{
best_dist = dist;
best_spot = trace_endpos;
- best_mate = team_mate;
+ best_mate = it;
}
}
else
{
- setorigin(self, trace_endpos);
- self.angles = team_mate.angles;
- self.angles_z = 0; // never spawn tilted even if the spot says to
- team_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
- return 0;
+ setorigin(player, trace_endpos);
+ player.angles = it.angles;
+ player.angles_z = 0; // never spawn tilted even if the spot says to
+ it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
+ return false;
}
}
}
}
}
}
- }
+ ));
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
if(best_dist)
{
- setorigin(self, best_spot);
- self.angles = best_mate.angles;
- self.angles_z = 0; // never spawn tilted even if the spot says to
+ setorigin(player, best_spot);
+ player.angles = best_mate.angles;
+ player.angles_z = 0; // never spawn tilted even if the spot says to
best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
}
}
else if(spawn_spot.msnt_lookat)
{
- self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
- self.angles_x = -self.angles.x;
- self.angles_z = 0; // never spawn tilted even if the spot says to
+ player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin);
+ player.angles_x = -player.angles.x;
+ player.angles_z = 0; // never spawn tilted even if the spot says to
/*
- sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
- sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
- sprint(self, "angles: ", vtos(self.angles), "\n");
+ sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
+ sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n");
+ sprint(player, "angles: ", vtos(player.angles), "\n");
*/
}
- return 0;
+ return false;
}
MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
-{SELFPARAM();
- self.msnt_deathloc = self.origin;
- return 0;
-}
-
-MUTATOR_HOOKFUNCTION(spawn_near_teammate, GetCvars)
{
- GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_spawn_near_teammate, "cl_spawn_near_teammate");
+ frag_target.msnt_deathloc = frag_target.origin;
return false;
}
+
+REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");
+
#endif