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