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 (DIFF_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 vector forward = '0 0 0';
107 vector right = '0 0 0';
109 if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
111 FIXED_MAKE_VECTORS(vectoangles(horiz_vel), forward, right, up);
115 FIXED_MAKE_VECTORS(it.angles, forward, right, up);
118 // test different spots close to mate - trace upwards so it works on uneven surfaces
119 // don't spawn in front of player or directly behind to avoid players shooting each other
120 // test the potential spots in pairs (first pair is better than second and so on) but don't prefer one side
121 RandomSelection_Init();
122 for(int i = 0; i < 6; ++i)
127 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 64 + right * 128 + up * 64, MOVE_NOMONSTERS, it);
130 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 64 - right * 128 + up * 64, MOVE_NOMONSTERS, it);
133 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin + right * 192 + up * 64, MOVE_NOMONSTERS, it);
136 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - right * 192 + up * 64, MOVE_NOMONSTERS, it);
139 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 128 + right * 64 + up * 64, MOVE_NOMONSTERS, it);
142 tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 128 - right * 64 + up * 64, MOVE_NOMONSTERS, it);
146 vector horizontal_trace_endpos = trace_endpos;
147 //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
148 if (trace_fraction != 1.0) goto skip;
150 // 400 is about the height of a typical laser jump (in overkill)
151 // not traceline because we need space for the whole player, not just his origin
152 tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - 400 * up, MOVE_NORMAL, it);
153 vector vectical_trace_endpos = trace_endpos;
154 //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
155 if (trace_startsolid) goto skip; // inside another player
156 if (trace_fraction == 1.0) goto skip; // above void or too high
157 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) goto skip;
158 if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) goto skip; // no lava or slime (or water which i assume would be annoying anyway)
159 if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), vectical_trace_endpos)) goto skip;
161 // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
162 // top front of player's bbox - highest point we know is not inside solid
163 vector floor_test_start = vectical_trace_endpos + up * STAT(PL_MAX, player).z + forward * STAT(PL_MAX, player).x;
164 traceline(floor_test_start, floor_test_start + forward * 100 - up * 128, MOVE_NOMONSTERS, it);
165 //te_beam(NULL, floor_test_start, trace_endpos);
166 if (trace_fraction == 1.0) goto skip;
168 if (autocvar_g_nades) {
169 bool nade_in_range = false;
170 IL_EACH(g_projectiles, it.classname == "nade",
172 if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
173 nade_in_range = true;
177 if (nade_in_range) goto skip;
180 // here, we know we found a good spot
181 RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
182 //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + forward * 10);
185 if (i % 2 == 1 && RandomSelection_chosen_ent)
187 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
189 float dist2 = vlen2(RandomSelection_chosen_ent.origin - player.death_origin);
190 if (dist2 < best_dist2)
193 best_pos = RandomSelection_chosen_vec;
194 best_mate = RandomSelection_chosen_ent;
199 setorigin(player, RandomSelection_chosen_vec);
200 player.angles = RandomSelection_chosen_ent.angles;
201 player.angles_z = 0; // never spawn tilted even if the spot says to
202 RandomSelection_chosen_ent.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
205 break; // don't test the other spots near this teammate, go to the next one
210 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
213 setorigin(player, best_pos);
214 player.angles = best_mate.angles;
215 player.angles_z = 0; // never spawn tilted even if the spot says to
216 best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
219 else if(spawn_spot.msnt_lookat)
221 player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin);
222 player.angles_x = -player.angles.x;
223 player.angles_z = 0; // never spawn tilted even if the spot says to
225 sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
226 sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n");
227 sprint(player, "angles: ", vtos(player.angles), "\n");
232 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");