]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
2 more spots
authorMartin Taibr <taibr.martin@gmail.com>
Thu, 6 Oct 2016 21:56:36 +0000 (23:56 +0200)
committerMartin Taibr <taibr.martin@gmail.com>
Thu, 6 Oct 2016 21:56:36 +0000 (23:56 +0200)
qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc

index ca7ebac76c74c3fa33432b477b94e14c219ed109..8eff82e98b6af788cab66df1d6599d6233efafe5 100644 (file)
@@ -88,7 +88,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
 
                entity best_mate = NULL;
                vector best_pos = '0 0 0';
-               float pc = 0, best_dist = 0, dist = 0;
+               float best_dist = 0, dist = 0;
                FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
                        LOG_INFOF("  for client: %s %v\n", it.netname, it.origin);
                        //if (!SAME_TEAM(player, it)) continue; // TODO DEBUGING
@@ -101,33 +101,39 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                        if (it == player) continue;
 
                        vector horiz_vel = vec2(it.velocity);
-                       if(vdist(horiz_vel, >, 450)) {
+                       if(vdist(horiz_vel, >, 450))
                                fixedmakevectors(vectoangles(horiz_vel));
-                       } else {
+                       else
                                fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
-                       }
 
                        // test diffrent spots close to mate - trace upwards so it works on uneven surfaces
-                       for(pc = 0; pc < 4; ++pc)
+                       // don't spawn in front of player or directly behind to avoid players shooting each other
+                       for(int i = 0; i < 6; ++i)
                        {
-                               switch(pc)
+                               switch(i)
                                {
                                        case 0:
-                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
                                                break;
                                        case 1:
-                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
                                                break;
                                        case 2:
-                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 - v_forward * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               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);
                                                break;
                                        case 3:
-                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 - v_forward * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               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);
+                                               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);
+                                               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);
                                                break;
+
                                }
                                vector horizontal_trace_endpos = trace_endpos;
                                te_lightning1(NULL, it.origin, horizontal_trace_endpos);
-                               LOG_INFOF("    pc: %d trace_fraction %f\n", pc, trace_fraction);
                                if(trace_fraction != 1.0) continue;
 
                                // 400 is about the height of a typical laser jump (in overkill)
@@ -142,18 +148,15 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                                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; // top of player's head - highest point we know is not inside solid
-                               traceline(floor_test_start, floor_test_start + v_forward * 128 - v_up * 128, MOVE_NOMONSTERS, it);
+                               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);
-                               LOG_INFOF("      floor trace_fraction: %f\n", trace_fraction);
                                if (trace_fraction == 1.0) continue;
 
                                if (autocvar_g_nades) {
-                                       LOG_INFOF("      nades test\n");
                                        bool nade_in_range = false;
                                        IL_EACH(g_projectiles, it.classname == "nade",
                                        {
-                                               LOG_INFOF("        dist: %f\n", vlen(it.origin - vectical_trace_endpos));
                                                if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
                                                        nade_in_range = true;
                                                        break;
@@ -181,7 +184,6 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                                        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;
                                        LOG_INFOF("      PlayerSpawn return %v\n", player.origin);
-                                       if (player.origin != vectical_trace_endpos) LOG_WARNF("wrong origin\n");
                                        return;
                                }
                        }
@@ -190,12 +192,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
                if(best_dist)
                {
-                       tracebox(best_pos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), best_pos + '0 0 1', MOVE_NOMONSTERS, player);
-                       if (trace_startsolid || trace_fraction != 1.0) LOG_WARNF("bad spawn? %d %f", trace_startsolid, trace_fraction);
                        setorigin(player, best_pos);
-                       LOG_INFOF("PlayerSpawn best_dist: pos: %v\n", best_pos);
-                       if (player.origin != best_pos) LOG_WARNF("wrong origin: %v", player.origin);
-
                        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;