#include "sv_spawn_near_teammate.qh"
+#include <lib/float.qh>
+
+string autocvar_g_spawn_near_teammate;
float autocvar_g_spawn_near_teammate_distance;
int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
+int autocvar_g_spawn_near_teammate_ignore_spawnpoint_max;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
-int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
+bool 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"));
+REGISTER_MUTATOR(spawn_near_teammate, expr_evaluate(autocvar_g_spawn_near_teammate));
.entity msnt_lookat;
.float msnt_timer;
-.vector msnt_deathloc;
.float cvar_cl_spawn_near_teammate;
MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
{
+ if (!teamplay) return;
+
entity player = M_ARGV(0, entity);
entity spawn_spot = M_ARGV(1, entity);
vector spawn_score = M_ARGV(2, vector);
- 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 == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
return;
spawn_spot.msnt_lookat = NULL;
- if(!teamplay)
- return;
-
RandomSelection_Init();
- FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), {
if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
continue;
if(vdist(spawn_spot.origin - it.origin, <, 48))
if(!checkpvs(spawn_spot.origin, it))
continue;
RandomSelection_AddEnt(it, 1, 1);
- ));
+ });
if(RandomSelection_chosen_ent)
{
MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
{
- if(!teamplay) { return; }
+ if (!teamplay) return;
+
entity player = M_ARGV(0, entity);
entity spawn_spot = M_ARGV(1, entity);
return; // 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 && player.cvar_cl_spawn_near_teammate))
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
{
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
entity best_mate = NULL;
vector best_pos = '0 0 0';
- float best_dist = 0;
- FOREACH_CLIENT_RANDOM(IS_PLAYER(it), LAMBDA(
- //LOG_INFOF(" for client: %s %v\n", it.netname, it.origin);
- if (!SAME_TEAM(player, it)) continue;
- if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health < autocvar_g_balance_health_regenstable) continue;
+ float best_dist2 = FLOAT_MAX;
+ int tested = 0;
+ FOREACH_CLIENT_RANDOM(IS_PLAYER(it), {
+ if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_max && tested >= autocvar_g_spawn_near_teammate_ignore_spawnpoint_max) break;
+
+ if (PHYS_INPUT_BUTTON_CHAT(it)) continue;
+ if (DIFF_TEAM(player, it)) continue;
+ if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && GetResource(it, RES_HEALTH) < autocvar_g_balance_health_regenstable) continue;
if (IS_DEAD(it)) continue;
if (time < it.msnt_timer) continue;
if (time < it.spawnshieldtime) continue;
if (forbidWeaponUse(it)) continue;
if (it == player) continue;
+ tested++; // i consider a teammate to be available when he passes the checks above
+
vector horiz_vel = vec2(it.velocity);
- if (vdist(horiz_vel, >, 450))
+ // 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
+ if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
fixedmakevectors(vectoangles(horiz_vel));
else
fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
// test different spots close to mate - trace upwards so it works on uneven surfaces
// don't spawn in front of player or directly behind to avoid players shooting each other
- // test the potential spots in pairs but don't prefer one side
+ // test the potential spots in pairs (first pair is better than second and so on) but don't prefer one side
RandomSelection_Init();
for(int i = 0; i < 6; ++i)
{
switch(i)
{
case 0:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 64 + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 64 + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
break;
case 1:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 64 - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 64 - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
break;
case 2:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
break;
case 3:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
break;
case 4:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 + v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 128 + v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
break;
case 5:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
break;
}
- do {
- vector horizontal_trace_endpos = trace_endpos;
- //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
- if (trace_fraction != 1.0) break;
-
- // 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
- tracebox(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
- vector vectical_trace_endpos = trace_endpos;
- //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
- if (trace_startsolid) break; // inside another player
- if (trace_fraction == 1.0) break; // above void or too high
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) break;
- if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) break; // no lava or slime (or water which i assume would be annoying anyway)
- if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) break;
-
- // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
- vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, NULL).z + v_forward * STAT(PL_MAX, NULL).x; // top front of player's bbox - highest point we know is not inside solid
- traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
- //te_beam(NULL, floor_test_start, trace_endpos);
- if (trace_fraction == 1.0) break;
-
- if (autocvar_g_nades) {
- bool nade_in_range = false;
- IL_EACH(g_projectiles, it.classname == "nade",
- {
- if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
- nade_in_range = true;
- break;
- }
- });
- if (nade_in_range) break;
- }
- // here, we know we found a good spot
- RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
- //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10);
- //LOG_INFOF("mod: %d, ent: %d\n", i % 2 == 1, etof(RandomSelection_chosen_ent));
- } while(0);
+ vector horizontal_trace_endpos = trace_endpos;
+ //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
+ 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
+ tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
+ vector vectical_trace_endpos = trace_endpos;
+ //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
+ if (trace_startsolid) goto skip; // inside another player
+ if (trace_fraction == 1.0) goto skip; // above void or too high
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) goto skip;
+ 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)
+ vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, player).z + v_forward * STAT(PL_MAX, player).x; // top front of player's bbox - highest point we know is not inside solid
+ traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
+ //te_beam(NULL, floor_test_start, trace_endpos);
+ if (trace_fraction == 1.0) goto skip;
+
+ if (autocvar_g_nades) {
+ bool nade_in_range = false;
+ IL_EACH(g_projectiles, it.classname == "nade",
+ {
+ if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
+ nade_in_range = true;
+ goto skip;
+ }
+ });
+ if (nade_in_range) goto skip;
+ }
+
+ // here, we know we found a good spot
+ RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
+ //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10);
+LABEL(skip)
if (i % 2 == 1 && RandomSelection_chosen_ent)
{
if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
{
- float dist = vlen(RandomSelection_chosen_ent.origin - player.msnt_deathloc);
- //LOG_INFOF(" dist: %f, best_dist %f\n", dist, best_dist);
- if (dist < best_dist || best_dist == 0)
+ float dist2 = vlen2(RandomSelection_chosen_ent.origin - player.death_origin);
+ if (dist2 < best_dist2)
{
- //LOG_INFOF(" new best dist - pos: %v\n", RandomSelection_chosen_vec);
- best_dist = dist;
+ best_dist2 = dist2;
best_pos = RandomSelection_chosen_vec;
best_mate = RandomSelection_chosen_ent;
}
RandomSelection_chosen_ent.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
return;
}
- continue; // don't test the other spots near this teammate, go to the next one
+ break; // don't test the other spots near this teammate, go to the next one
}
}
- ));
+ });
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
- if(best_dist)
+ if(best_mate)
{
setorigin(player, best_pos);
player.angles = best_mate.angles;
}
}
-MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
-{
- entity frag_target = M_ARGV(0, entity);
-
- frag_target.msnt_deathloc = frag_target.origin;
-}
-
REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");