4 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate") && teamplay);
11 .float cvar_cl_spawn_near_teammate;
13 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
15 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
20 spawn_spot.msnt_lookat = world;
25 RandomSelection_Init();
26 FOR_EACH_PLAYER(p) if(p != self) if(p.team == self.team) if(!p.deadflag)
28 float l = vlen(spawn_spot.origin - p.origin);
29 if(l > autocvar_g_spawn_near_teammate_distance)
33 if(!checkpvs(spawn_spot.origin, p))
35 RandomSelection_Add(p, 0, string_null, 1, 1);
38 if(RandomSelection_chosen_ent)
40 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
41 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
43 else if(self.team == spawn_spot.team)
44 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
49 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
51 // Note: when entering this, fixangle is already set.
52 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
54 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
55 self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
57 entity team_mate, best_mate = world;
58 vector best_spot = '0 0 0';
59 float pc = 0, best_dist = 0, dist = 0;
60 FOR_EACH_PLAYER(team_mate)
62 if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && team_mate.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0)
63 if(team_mate.deadflag == DEAD_NO)
64 if(team_mate.msnt_timer < time)
65 if(SAME_TEAM(self, team_mate))
66 if(time > team_mate.spawnshieldtime) // spawn shielding
67 if(team_mate.frozen == 0)
70 tracebox(team_mate.origin, PL_MIN, PL_MAX, team_mate.origin - '0 0 100', MOVE_WORLDONLY, team_mate);
71 if(trace_fraction != 1.0)
72 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
74 pc = pointcontents(trace_endpos + '0 0 1');
75 if(pc == CONTENT_EMPTY)
77 if(vlen(team_mate.velocity) > 5)
78 fixedmakevectors(vectoangles(team_mate.velocity));
80 fixedmakevectors(team_mate.angles);
82 for(pc = 0; pc != 5; ++pc) // test 5 diffrent spots close to mate
87 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 128, MOVE_NORMAL, team_mate);
90 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 128 , MOVE_NORMAL, team_mate);
93 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
96 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
99 tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_forward * 128, MOVE_NORMAL, team_mate);
103 if(trace_fraction == 1.0)
105 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NORMAL, team_mate);
106 if(trace_fraction != 1.0)
108 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
110 dist = vlen(trace_endpos - self.msnt_deathloc);
111 if(dist < best_dist || best_dist == 0)
114 best_spot = trace_endpos;
115 best_mate = team_mate;
120 setorigin(self, trace_endpos);
121 self.angles = team_mate.angles;
122 self.angles_z = 0; // never spawn tilted even if the spot says to
123 team_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
134 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
137 setorigin(self, best_spot);
138 self.angles = best_mate.angles;
139 self.angles_z = 0; // never spawn tilted even if the spot says to
140 best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
143 else if(spawn_spot.msnt_lookat)
145 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
146 self.angles_x = -self.angles.x;
147 self.angles_z = 0; // never spawn tilted even if the spot says to
149 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
150 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
151 sprint(self, "angles: ", vtos(self.angles), "\n");
158 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
160 self.msnt_deathloc = self.origin;
164 MUTATOR_HOOKFUNCTION(spawn_near_teammate, GetCvars)
166 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_spawn_near_teammate, "cl_spawn_near_teammate");