-#ifdef IMPLEMENTATION
-
-float autocvar_g_spawn_near_teammate_distance;
-int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
-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_closetodeath;
-
-REGISTER_MUTATOR(spawn_near_teammate, cvar("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)
-{
- 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))
- 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(
- if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
- continue;
- if(vdist(spawn_spot.origin - it.origin, <, 48))
- continue;
- if(!checkpvs(spawn_spot.origin, it))
- continue;
- RandomSelection_Add(it, 0, string_null, 1, 1);
- ));
-
- if(RandomSelection_chosen_ent)
- {
- spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
- spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
- }
- else if(player.team == spawn_spot.team)
- spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
-
- M_ARGV(2, vector) = spawn_score;
-}
-
-MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
-{
- if(!teamplay) { return; }
- entity player = M_ARGV(0, entity);
- entity spawn_spot = M_ARGV(1, entity);
-
- int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- switch(it.team)
- {
- case NUM_TEAM_1: ++num_red; break;
- case NUM_TEAM_2: ++num_blue; break;
- case NUM_TEAM_3: ++num_yellow; break;
- case NUM_TEAM_4: ++num_pink; break;
- }
- });
-
- if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
- 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_delay_death)
- player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
-
- entity best_mate = NULL;
- vector best_spot = '0 0 0';
- float pc = 0, best_dist = 0, dist = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
- if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0)
- if(!IS_DEAD(it))
- if(it.msnt_timer < time)
- if(SAME_TEAM(player, it))
- if(time > it.spawnshieldtime) // spawn shielding
- if(!forbidWeaponUse(it))
- if(STAT(FROZEN, it) == 0)
- if(it != player)
- {
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 100', MOVE_NOMONSTERS, it);
- if(trace_fraction != 1.0)
- if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
- {
- pc = pointcontents(trace_endpos + '0 0 1');
- if(pc == CONTENT_EMPTY)
- {
- if(vdist(it.velocity, >, 5))
- fixedmakevectors(vectoangles(it.velocity));
- else
- fixedmakevectors(it.angles);
-
- for(pc = 0; pc < 4; ++pc) // test 4 diffrent spots close to mate
- {
- switch(pc)
- {
- case 0:
- tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128, MOVE_NOMONSTERS, it);
- break;
- case 1:
- tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 , 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, 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, MOVE_NOMONSTERS, it);
- break;
- //case 4:
- //tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128, MOVE_NOMONSTERS, it);
- //break;
- }
-
- if(trace_fraction == 1.0)
- {
- traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NOMONSTERS, it);
- if(trace_fraction != 1.0)
- {
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
- {
- dist = vlen(trace_endpos - player.msnt_deathloc);
- if(dist < best_dist || best_dist == 0)
- {
- best_dist = dist;
- best_spot = trace_endpos;
- best_mate = it;
- }
- }
- else
- {
- setorigin(player, trace_endpos);
- player.angles = it.angles;
- 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;
- return;
- }
- }
- }
- }
- }
- }
- }
- ));
-
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
- if(best_dist)
- {
- setorigin(player, best_spot);
- 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;
- }
- }
- else if(spawn_spot.msnt_lookat)
- {
- player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin);
- player.angles_x = -player.angles.x;
- player.angles_z = 0; // never spawn tilted even if the spot says to
- /*
- sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
- sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n");
- sprint(player, "angles: ", vtos(player.angles), "\n");
- */
- }
-}
-
-MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
-{
- entity frag_target = M_ARGV(0, entity);
-
- frag_target.msnt_deathloc = frag_target.origin;
-}
+#include "spawn_near_teammate.qh"
+#ifdef GAMEQC
REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");
-
#endif