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Don't spawn behind the player in spawn near teammates mutator
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / spawn_near_teammate / spawn_near_teammate.qc
1 #ifdef IMPLEMENTATION
2
3 float autocvar_g_spawn_near_teammate_distance;
4 int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
5 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
6 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
7 int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
8 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
9
10 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
11
12 .entity msnt_lookat;
13
14 .float msnt_timer;
15 .vector msnt_deathloc;
16
17 .float cvar_cl_spawn_near_teammate;
18
19 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
20 {SELFPARAM();
21         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
22                 return 0;
23
24         spawn_spot.msnt_lookat = world;
25
26         if(!teamplay)
27                 return 0;
28
29         RandomSelection_Init();
30         FOREACH_CLIENT(IS_PLAYER(it) && it != self && SAME_TEAM(it, self) && !IS_DEAD(it), LAMBDA(
31                 if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
32                         continue;
33                 if(vdist(spawn_spot.origin - it.origin, <, 48))
34                         continue;
35                 if(!checkpvs(spawn_spot.origin, it))
36                         continue;
37                 RandomSelection_Add(it, 0, string_null, 1, 1);
38         ));
39
40         if(RandomSelection_chosen_ent)
41         {
42                 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
43                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
44         }
45         else if(self.team == spawn_spot.team)
46                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
47
48         return 0;
49 }
50
51 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
52 {SELFPARAM();
53         if(!teamplay) { return false; }
54         // Note: when entering this, fixangle is already set.
55         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
56         {
57                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
58                         self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
59
60                 entity best_mate = world;
61                 vector best_spot = '0 0 0';
62                 float pc = 0, best_dist = 0, dist = 0;
63                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
64                         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)
65                         if(!IS_DEAD(it))
66                         if(it.msnt_timer < time)
67                         if(SAME_TEAM(self, it))
68                         if(time > it.spawnshieldtime) // spawn shielding
69                         if(STAT(FROZEN, it) == 0)
70                         if(it != self)
71                         {
72                                 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 100', MOVE_NOMONSTERS, it);
73                                 if(trace_fraction != 1.0)
74                                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
75                                 {
76                                         pc = pointcontents(trace_endpos + '0 0 1');
77                                         if(pc == CONTENT_EMPTY)
78                                         {
79                                                 if(vdist(it.velocity, >, 5))
80                                                         fixedmakevectors(vectoangles(it.velocity));
81                                                 else
82                                                         fixedmakevectors(it.angles);
83
84                                                 for(pc = 0; pc < 4; ++pc) // test 4 diffrent spots close to mate
85                                                 {
86                                                         switch(pc)
87                                                         {
88                                                                 case 0:
89                                                                         tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128, MOVE_NOMONSTERS, it);
90                                                                         break;
91                                                                 case 1:
92                                                                         tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 , MOVE_NOMONSTERS, it);
93                                                                         break;
94                                                                 case 2:
95                                                                         tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 64 - v_forward * 64, MOVE_NOMONSTERS, it);
96                                                                         break;
97                                                                 case 3:
98                                                                         tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 64 - v_forward * 64, MOVE_NOMONSTERS, it);
99                                                                         break;
100                                                                 //case 4:
101                                                                         //tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128, MOVE_NOMONSTERS, it);
102                                                                         //break;
103                                                         }
104
105                                                         if(trace_fraction == 1.0)
106                                                         {
107                                                                 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NOMONSTERS, it);
108                                                                 if(trace_fraction != 1.0)
109                                                                 {
110                                                                         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
111                                                                         {
112                                                                                 dist = vlen(trace_endpos - self.msnt_deathloc);
113                                                                                 if(dist < best_dist || best_dist == 0)
114                                                                                 {
115                                                                                         best_dist = dist;
116                                                                                         best_spot = trace_endpos;
117                                                                                         best_mate = it;
118                                                                                 }
119                                                                         }
120                                                                         else
121                                                                         {
122                                                                                 setorigin(self, trace_endpos);
123                                                                                 self.angles = it.angles;
124                                                                                 self.angles_z = 0; // never spawn tilted even if the spot says to
125                                                                                 it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
126                                                                                 return 0;
127                                                                         }
128                                                                 }
129                                                         }
130                                                 }
131                                         }
132                                 }
133                         }
134                 ));
135
136                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
137                 if(best_dist)
138                 {
139                         setorigin(self, best_spot);
140                         self.angles = best_mate.angles;
141                         self.angles_z = 0; // never spawn tilted even if the spot says to
142                         best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
143                 }
144         }
145         else if(spawn_spot.msnt_lookat)
146         {
147                 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
148                 self.angles_x = -self.angles.x;
149                 self.angles_z = 0; // never spawn tilted even if the spot says to
150                 /*
151                 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
152                 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
153                 sprint(self, "angles: ", vtos(self.angles), "\n");
154                 */
155         }
156
157         return 0;
158 }
159
160 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
161 {
162         frag_target.msnt_deathloc = frag_target.origin;
163         return 0;
164 }
165
166 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");
167
168 #endif