float autocvar_g_spawn_near_teammate_distance; .entity msnt_lookat; MUTATOR_HOOKFUNCTION(msnt_Spawn_Score) { entity p; spawn_spot.msnt_lookat = world; if(!teamplay) return 0; RandomSelection_Init(); FOR_EACH_PLAYER(p) if(p != self) if(p.team == self.team) if(!p.deadflag) { float l = vlen(spawn_spot.origin - p.origin); if(l > autocvar_g_spawn_near_teammate_distance) continue; if(l < 48) continue; if(!checkpvs(spawn_spot.origin, p)) continue; RandomSelection_Add(p, 0, string_null, 1, 1); } if(RandomSelection_chosen_ent) { spawn_spot.msnt_lookat = RandomSelection_chosen_ent; spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND; } else if(self.team == spawn_spot.team) spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate return 0; } MUTATOR_HOOKFUNCTION(msnt_PlayerSpawn) { if(spawn_spot.msnt_lookat) { self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin); self.angles_x = -self.angles_x; /* sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n"); sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n"); sprint(self, "angles: ", vtos(self.angles), "\n"); */ } return 0; } MUTATOR_DEFINITION(mutator_spawn_near_teammate) { MUTATOR_HOOK(Spawn_Score, msnt_Spawn_Score, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerSpawn, msnt_PlayerSpawn, CBC_ORDER_ANY); return 0; }