1 #include "sv_spawn_near_teammate.qh"
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;
10 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
15 .vector msnt_deathloc;
17 .float cvar_cl_spawn_near_teammate;
19 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
21 entity player = M_ARGV(0, entity);
22 entity spawn_spot = M_ARGV(1, entity);
23 vector spawn_score = M_ARGV(2, vector);
25 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
28 spawn_spot.msnt_lookat = NULL;
33 RandomSelection_Init();
34 FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), LAMBDA(
35 if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
37 if(vdist(spawn_spot.origin - it.origin, <, 48))
39 if(!checkpvs(spawn_spot.origin, it))
41 RandomSelection_Add(it, 0, string_null, 1, 1);
44 if(RandomSelection_chosen_ent)
46 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
47 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
49 else if(player.team == spawn_spot.team)
50 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
52 M_ARGV(2, vector) = spawn_score;
55 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
57 if(!teamplay) { return; }
58 entity player = M_ARGV(0, entity);
59 entity spawn_spot = M_ARGV(1, entity);
61 int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
62 FOREACH_CLIENT(IS_PLAYER(it),
66 case NUM_TEAM_1: ++num_red; break;
67 case NUM_TEAM_2: ++num_blue; break;
68 case NUM_TEAM_3: ++num_yellow; break;
69 case NUM_TEAM_4: ++num_pink; break;
73 if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
74 return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
76 // Note: when entering this, fixangle is already set.
77 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
79 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
80 player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
82 entity best_mate = NULL;
83 vector best_spot = '0 0 0';
84 float pc = 0, best_dist = 0, dist = 0;
85 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
86 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)
88 if(it.msnt_timer < time)
89 if(SAME_TEAM(player, it))
90 if(time > it.spawnshieldtime) // spawn shielding
91 if(!forbidWeaponUse(it))
92 if(STAT(FROZEN, it) == 0)
95 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 100', MOVE_NOMONSTERS, it);
96 if(trace_fraction != 1.0)
97 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
99 pc = pointcontents(trace_endpos + '0 0 1');
100 if(pc == CONTENT_EMPTY)
102 if(vdist(it.velocity, >, 5))
103 fixedmakevectors(vectoangles(it.velocity));
105 fixedmakevectors(it.angles);
107 for(pc = 0; pc < 4; ++pc) // test 4 diffrent spots close to mate
112 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128, MOVE_NOMONSTERS, it);
115 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 , MOVE_NOMONSTERS, it);
118 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 - v_forward * 64, MOVE_NOMONSTERS, it);
121 tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 - v_forward * 64, MOVE_NOMONSTERS, it);
124 //tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128, MOVE_NOMONSTERS, it);
128 if(trace_fraction == 1.0)
130 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NOMONSTERS, it);
131 if(trace_fraction != 1.0)
133 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
135 dist = vlen(trace_endpos - player.msnt_deathloc);
136 if(dist < best_dist || best_dist == 0)
139 best_spot = trace_endpos;
145 setorigin(player, trace_endpos);
146 player.angles = it.angles;
147 player.angles_z = 0; // never spawn tilted even if the spot says to
148 it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
159 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
162 setorigin(player, best_spot);
163 player.angles = best_mate.angles;
164 player.angles_z = 0; // never spawn tilted even if the spot says to
165 best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
168 else if(spawn_spot.msnt_lookat)
170 player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin);
171 player.angles_x = -player.angles.x;
172 player.angles_z = 0; // never spawn tilted even if the spot says to
174 sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
175 sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n");
176 sprint(player, "angles: ", vtos(player.angles), "\n");
181 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
183 entity frag_target = M_ARGV(0, entity);
185 frag_target.msnt_deathloc = frag_target.origin;
188 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");