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Merge branch 'master' into mirceakitsune/damage_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_spawn_near_teammate.qc
1 float autocvar_g_spawn_near_teammate_distance;
2 .entity msnt_lookat;
3
4 MUTATOR_HOOKFUNCTION(msnt_Spawn_Score)
5 {
6         entity p;
7
8         spawn_spot.msnt_lookat = world;
9
10         if(!teamplay)
11                 return 0;
12
13         RandomSelection_Init();
14         FOR_EACH_PLAYER(p) if(p != self) if(p.team == self.team) if(!p.deadflag)
15         {
16                 float l = vlen(spawn_spot.origin - p.origin);
17                 if(l > autocvar_g_spawn_near_teammate_distance)
18                         continue;
19                 if(l < 48)
20                         continue;
21                 if(!checkpvs(spawn_spot.origin, p))
22                         continue;
23                 RandomSelection_Add(p, 0, string_null, 1, 1);
24         }
25
26         if(RandomSelection_chosen_ent)
27         {
28                 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
29                 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
30         }
31         else if(self.team == spawn_spot.team)
32                 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
33
34         return 0;
35 }
36
37 MUTATOR_HOOKFUNCTION(msnt_PlayerSpawn)
38 {
39         if(spawn_spot.msnt_lookat)
40         {
41                 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
42                 self.angles_x = -self.angles_x;
43                 /*
44                 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
45                 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
46                 sprint(self, "angles: ", vtos(self.angles), "\n");
47                 */
48         }
49
50         return 0;
51 }
52
53 MUTATOR_DEFINITION(mutator_spawn_near_teammate)
54 {
55         MUTATOR_HOOK(Spawn_Score, msnt_Spawn_Score, CBC_ORDER_ANY);
56         MUTATOR_HOOK(PlayerSpawn, msnt_PlayerSpawn, CBC_ORDER_ANY);
57
58         return 0;
59 }