]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc
Use gender-neutral pronouns when referring to the player
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / spawn_near_teammate / sv_spawn_near_teammate.qc
index 5d663e876dff2bd4e9a37940b4d90143102df4ba..8a325afd5cced829ff500cc09a77affbc8574fd4 100644 (file)
@@ -99,11 +99,11 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                        if (weaponLocked(it)) continue;
                        if (it == player) continue;
 
-                       tested++; // i consider a teammate to be available when he passes the checks above
+                       tested++; // i consider a teammate to be available when they pass the checks above
 
                        vector horiz_vel = vec2(it.velocity);
-                       // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking
-                       // when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player
+                       // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind them according to where they're looking
+                       // when running fast, spawn behind them according to their direction of movement to prevent colliding with the newly spawned player
                        vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0';
                        if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
                        {
@@ -133,7 +133,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                                if (trace_fraction != 1.0) goto skip;
 
                                // 400 is about the height of a typical laser jump (in overkill)
-                               // not traceline because we need space for the whole player, not just his origin
+                               // not traceline because we need space for the whole player, not just their origin
                                tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - 400 * up, MOVE_NORMAL, it);
                                vector vectical_trace_endpos = trace_endpos;
                                //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
@@ -143,7 +143,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                                if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) goto skip; // no lava or slime (or water which i assume would be annoying anyway)
                                if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), vectical_trace_endpos)) goto skip;
 
-                               // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
+                               // make sure the spawned player will have floor ahead (or at least a wall - they shouldn't fall as soon as they start moving)
                                // top front of player's bbox - highest point we know is not inside solid
                                vector floor_test_start = vectical_trace_endpos + up * STAT(PL_MAX, player).z + forward * STAT(PL_MAX, player).x; 
                                traceline(floor_test_start, floor_test_start + forward * 100 - up * 128, MOVE_NOMONSTERS, it);