.entity msnt_lookat; .float msnt_timer; .vector msnt_deathloc; MUTATOR_HOOKFUNCTION(msnt_Spawn_Score) { if(autocvar_g_spawn_near_teammate_ignore_spawnpoint) return 0; 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(autocvar_g_spawn_near_teammate_ignore_spawnpoint) { if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death) self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death; entity team_mate, best_mate = world; vector best_spot = '0 0 0'; float pc = 0, best_dist = 0, dist = 0; FOR_EACH_PLAYER(team_mate) { 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) if(team_mate.deadflag == DEAD_NO) if(team_mate.msnt_timer < time) if(SAME_TEAM(self, team_mate)) if(time > team_mate.spawnshieldtime) // spawn shielding if(team_mate.freezetag_frozen == 0) if(team_mate != self) { tracebox(team_mate.origin, PL_MIN, PL_MAX, team_mate.origin - '0 0 100', MOVE_WORLDONLY, team_mate); if(trace_fraction != 1.0) if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) { pc = pointcontents(trace_endpos + '0 0 1'); if(pc == CONTENT_EMPTY) { if(vlen(team_mate.velocity) > 5) fixedmakevectors(vectoangles(team_mate.velocity)); else fixedmakevectors(team_mate.angles); for(pc = 0; pc != 5; ++pc) // test 5 diffrent spots close to mate { switch(pc) { case 0: tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 128, MOVE_NORMAL, team_mate); break; case 1: tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 128 , MOVE_NORMAL, team_mate); break; case 2: tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate); break; case 3: tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate); break; case 4: tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_forward * 128, MOVE_NORMAL, team_mate); break; } if(trace_fraction == 1.0) { traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NORMAL, team_mate); if(trace_fraction != 1.0) { if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath) { dist = vlen(trace_endpos - self.msnt_deathloc); if(dist < best_dist || best_dist == 0) { best_dist = dist; best_spot = trace_endpos; best_mate = team_mate; } } else { setorigin(self, trace_endpos); self.angles = team_mate.angles; team_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay; return 0; } } } } } } } } if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath) if(best_dist) { setorigin(self, best_spot); self.angles = best_mate.angles; self.fixangle = TRUE; best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay; } } else 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_HOOKFUNCTION(msnt_PlayerDies) { self.msnt_deathloc = self.origin; 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); MUTATOR_HOOK(PlayerDies, msnt_PlayerDies, CBC_ORDER_ANY); return 0; }