1 #include "sv_spawn_near_teammate.qh"
3 #include <lib/float.qh>
5 string autocvar_g_spawn_near_teammate;
6 float autocvar_g_spawn_near_teammate_distance;
7 int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
8 int autocvar_g_spawn_near_teammate_ignore_spawnpoint_max;
9 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
10 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
11 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
12 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
14 REGISTER_MUTATOR(spawn_near_teammate, expr_evaluate(autocvar_g_spawn_near_teammate));
20 .float cvar_cl_spawn_near_teammate;
22 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
24 if (!teamplay) return;
26 entity player = M_ARGV(0, entity);
27 entity spawn_spot = M_ARGV(1, entity);
28 vector spawn_score = M_ARGV(2, vector);
30 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
33 spawn_spot.msnt_lookat = NULL;
35 RandomSelection_Init();
36 FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), {
37 if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
39 if(vdist(spawn_spot.origin - it.origin, <, 48))
41 if(!checkpvs(spawn_spot.origin, it))
43 RandomSelection_AddEnt(it, 1, 1);
46 if(RandomSelection_chosen_ent)
48 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
49 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
51 else if(player.team == spawn_spot.team)
52 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
54 M_ARGV(2, vector) = spawn_score;
57 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
59 if (!teamplay) return;
61 entity player = M_ARGV(0, entity);
62 entity spawn_spot = M_ARGV(1, entity);
64 int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
65 FOREACH_CLIENT(IS_PLAYER(it),
69 case NUM_TEAM_1: ++num_red; break;
70 case NUM_TEAM_2: ++num_blue; break;
71 case NUM_TEAM_3: ++num_yellow; break;
72 case NUM_TEAM_4: ++num_pink; break;
76 if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
77 return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
79 // Note: when entering this, fixangle is already set.
80 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
82 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
83 player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
85 entity best_mate = NULL;
86 vector best_pos = '0 0 0';
87 float best_dist2 = FLOAT_MAX;
89 FOREACH_CLIENT_RANDOM(IS_PLAYER(it), {
90 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_max && tested >= autocvar_g_spawn_near_teammate_ignore_spawnpoint_max) break;
92 if (PHYS_INPUT_BUTTON_CHAT(it)) continue;
93 if (!SAME_TEAM(player, it)) continue;
94 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && GetResourceAmount(it, RESOURCE_HEALTH) < autocvar_g_balance_health_regenstable) continue;
95 if (IS_DEAD(it)) continue;
96 if (time < it.msnt_timer) continue;
97 if (time < it.spawnshieldtime) continue;
98 if (forbidWeaponUse(it)) continue;
99 if (it == player) continue;
101 tested++; // i consider a teammate to be available when he passes the checks above
103 vector horiz_vel = vec2(it.velocity);
104 // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking
105 // when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player
106 if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
107 fixedmakevectors(vectoangles(horiz_vel));
109 fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
111 // test different spots close to mate - trace upwards so it works on uneven surfaces
112 // don't spawn in front of player or directly behind to avoid players shooting each other
113 // test the potential spots in pairs (first pair is better than second and so on) but don't prefer one side
114 RandomSelection_Init();
115 for(int i = 0; i < 6; ++i)
120 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 64 + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
123 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 64 - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
126 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
129 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
132 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 128 + v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
135 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
139 vector horizontal_trace_endpos = trace_endpos;
140 //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
141 if (trace_fraction != 1.0) goto skip;
143 // 400 is about the height of a typical laser jump (in overkill)
144 // not traceline because we need space for the whole player, not just his origin
145 tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
146 vector vectical_trace_endpos = trace_endpos;
147 //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
148 if (trace_startsolid) goto skip; // inside another player
149 if (trace_fraction == 1.0) goto skip; // above void or too high
150 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) goto skip;
151 if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) goto skip; // no lava or slime (or water which i assume would be annoying anyway)
152 if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), vectical_trace_endpos)) goto skip;
154 // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
155 vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, player).z + v_forward * STAT(PL_MAX, player).x; // top front of player's bbox - highest point we know is not inside solid
156 traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
157 //te_beam(NULL, floor_test_start, trace_endpos);
158 if (trace_fraction == 1.0) goto skip;
160 if (autocvar_g_nades) {
161 bool nade_in_range = false;
162 IL_EACH(g_projectiles, it.classname == "nade",
164 if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
165 nade_in_range = true;
169 if (nade_in_range) goto skip;
172 // here, we know we found a good spot
173 RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
174 //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10);
177 if (i % 2 == 1 && RandomSelection_chosen_ent)
179 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
181 float dist2 = vlen2(RandomSelection_chosen_ent.origin - player.death_origin);
182 if (dist2 < best_dist2)
185 best_pos = RandomSelection_chosen_vec;
186 best_mate = RandomSelection_chosen_ent;
191 setorigin(player, RandomSelection_chosen_vec);
192 player.angles = RandomSelection_chosen_ent.angles;
193 player.angles_z = 0; // never spawn tilted even if the spot says to
194 RandomSelection_chosen_ent.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
197 break; // don't test the other spots near this teammate, go to the next one
202 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
205 setorigin(player, best_pos);
206 player.angles = best_mate.angles;
207 player.angles_z = 0; // never spawn tilted even if the spot says to
208 best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
211 else if(spawn_spot.msnt_lookat)
213 player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin);
214 player.angles_x = -player.angles.x;
215 player.angles_z = 0; // never spawn tilted even if the spot says to
217 sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
218 sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n");
219 sprint(player, "angles: ", vtos(player.angles), "\n");
224 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");