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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_spawn_near_teammate.qc
1
2 #include "mutator.qh"
3
4 .entity msnt_lookat;
5
6 .float msnt_timer;
7 .vector msnt_deathloc;
8
9 .float cvar_cl_spawn_near_teammate;
10
11 MUTATOR_HOOKFUNCTION(msnt_Spawn_Score)
12 {SELFPARAM();
13         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
14                 return 0;
15
16         entity p;
17
18         spawn_spot.msnt_lookat = world;
19
20         if(!teamplay)
21                 return 0;
22
23         RandomSelection_Init();
24         FOR_EACH_PLAYER(p) if(p != self) if(p.team == self.team) if(!p.deadflag)
25         {
26                 float l = vlen(spawn_spot.origin - p.origin);
27                 if(l > autocvar_g_spawn_near_teammate_distance)
28                         continue;
29                 if(l < 48)
30                         continue;
31                 if(!checkpvs(spawn_spot.origin, p))
32                         continue;
33                 RandomSelection_Add(p, 0, string_null, 1, 1);
34         }
35
36         if(RandomSelection_chosen_ent)
37         {
38                 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
39                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
40         }
41         else if(self.team == spawn_spot.team)
42                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
43
44         return 0;
45 }
46
47 MUTATOR_HOOKFUNCTION(msnt_PlayerSpawn)
48 {SELFPARAM();
49         // Note: when entering this, fixangle is already set.
50         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
51         {
52                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
53                         self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
54
55                 entity team_mate, best_mate = world;
56                 vector best_spot = '0 0 0';
57                 float pc = 0, best_dist = 0, dist = 0;
58                 FOR_EACH_PLAYER(team_mate)
59                 {
60                         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)
61                         if(team_mate.deadflag == DEAD_NO)
62                         if(team_mate.msnt_timer < time)
63                         if(SAME_TEAM(self, team_mate))
64                         if(time > team_mate.spawnshieldtime) // spawn shielding
65                         if(team_mate.frozen == 0)
66                         if(team_mate != self)
67                         {
68                                 tracebox(team_mate.origin, PL_MIN, PL_MAX, team_mate.origin - '0 0 100', MOVE_WORLDONLY, team_mate);
69                                 if(trace_fraction != 1.0)
70                                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
71                                 {
72                                         pc = pointcontents(trace_endpos + '0 0 1');
73                                         if(pc == CONTENT_EMPTY)
74                                         {
75                                                 if(vlen(team_mate.velocity) > 5)
76                                                         fixedmakevectors(vectoangles(team_mate.velocity));
77                                                 else
78                                                         fixedmakevectors(team_mate.angles);
79
80                                                 for(pc = 0; pc != 5; ++pc) // test 5 diffrent spots close to mate
81                                                 {
82                                                         switch(pc)
83                                                         {
84                                                                 case 0:
85                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 128, MOVE_NORMAL, team_mate);
86                                                                         break;
87                                                                 case 1:
88                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 128 , MOVE_NORMAL, team_mate);
89                                                                         break;
90                                                                 case 2:
91                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
92                                                                         break;
93                                                                 case 3:
94                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
95                                                                         break;
96                                                                 case 4:
97                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_forward * 128, MOVE_NORMAL, team_mate);
98                                                                         break;
99                                                         }
100
101                                                         if(trace_fraction == 1.0)
102                                                         {
103                                                                 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NORMAL, team_mate);
104                                                                 if(trace_fraction != 1.0)
105                                                                 {
106                                                                         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
107                                                                         {
108                                                                                 dist = vlen(trace_endpos - self.msnt_deathloc);
109                                                                                 if(dist < best_dist || best_dist == 0)
110                                                                                 {
111                                                                                         best_dist = dist;
112                                                                                         best_spot = trace_endpos;
113                                                                                         best_mate = team_mate;
114                                                                                 }
115                                                                         }
116                                                                         else
117                                                                         {
118                                                                                 setorigin(self, trace_endpos);
119                                                                                 self.angles = team_mate.angles;
120                                                                                 self.angles_z = 0; // never spawn tilted even if the spot says to
121                                                                                 team_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
122                                                                                 return 0;
123                                                                         }
124                                                                 }
125                                                         }
126                                                 }
127                                         }
128                                 }
129                         }
130                 }
131
132                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
133                 if(best_dist)
134                 {
135                         setorigin(self, best_spot);
136                         self.angles = best_mate.angles;
137                         self.angles_z = 0; // never spawn tilted even if the spot says to
138                         best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
139                 }
140         }
141         else if(spawn_spot.msnt_lookat)
142         {
143                 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
144                 self.angles_x = -self.angles.x;
145                 self.angles_z = 0; // never spawn tilted even if the spot says to
146                 /*
147                 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
148                 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
149                 sprint(self, "angles: ", vtos(self.angles), "\n");
150                 */
151         }
152
153         return 0;
154 }
155
156 MUTATOR_HOOKFUNCTION(msnt_PlayerDies)
157 {SELFPARAM();
158         self.msnt_deathloc = self.origin;
159         return 0;
160 }
161
162 MUTATOR_HOOKFUNCTION(msnt_GetCvars)
163 {
164         GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_spawn_near_teammate, "cl_spawn_near_teammate");
165         return false;
166 }
167
168 MUTATOR_DEFINITION(mutator_spawn_near_teammate)
169 {
170         MUTATOR_HOOK(Spawn_Score, msnt_Spawn_Score, CBC_ORDER_ANY);
171         MUTATOR_HOOK(PlayerSpawn, msnt_PlayerSpawn, CBC_ORDER_ANY);
172         MUTATOR_HOOK(PlayerDies, msnt_PlayerDies, CBC_ORDER_ANY);
173         MUTATOR_HOOK(GetCvars, msnt_GetCvars, CBC_ORDER_ANY);
174
175         return 0;
176 }