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