- vector horizontal_trace_endpos = trace_endpos;
- //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
- if(trace_fraction != 1.0) continue;
-
- // 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) continue; // inside another player
- if (trace_fraction == 1.0) continue; // above void or too high
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) continue;
- if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) continue; // no lava or slime (this also prevents spawning in water which i assume would be annoying)
- if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) continue;
-
- // 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) continue;
-
- 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) continue;
- }
+ 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);