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))
{
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);
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);