- vector prev_endpos = trace_endpos;
- te_lightning1(NULL, it.origin, trace_endpos);
- LOG_INFOF(" pc: %d trace_fraction %f\n", pc, trace_fraction);
- if(trace_fraction != 1.0) continue;
-
- tracebox(trace_endpos + '0 0 4', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), trace_endpos - '0 0 400', MOVE_NORMAL, it);
- te_lightning2(NULL, prev_endpos, trace_endpos);
- LOG_INFOF(" trace_fraction2 %f\n", trace_fraction);
- if (trace_startsolid) continue; // inside another player
- if (trace_fraction == 1.0) continue; // above void or too high
- // TODO not skybox or hurttriggers
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
- {
- dist = vlen(trace_endpos - player.msnt_deathloc);
- LOG_INFOF(" dist: %f, best_dist %f\n", dist, best_dist);
- if(dist < best_dist || best_dist == 0)
+
+ vector horizontal_trace_endpos = trace_endpos;
+ //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
+ if (trace_fraction != 1.0) goto skip;
+
+ // 400 is about the height of a typical laser jump (in overkill)
+ // not traceline because we need space for the whole player, not just his origin
+ tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
+ vector vectical_trace_endpos = trace_endpos;
+ //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
+ if (trace_startsolid) goto skip; // inside another player
+ if (trace_fraction == 1.0) goto skip; // above void or too high
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) goto skip;
+ if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) goto skip; // no lava or slime (or water which i assume would be annoying anyway)
+ if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), vectical_trace_endpos)) goto skip;
+
+ // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
+ vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, player).z + v_forward * STAT(PL_MAX, player).x; // top front of player's bbox - highest point we know is not inside solid
+ traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
+ //te_beam(NULL, floor_test_start, trace_endpos);
+ if (trace_fraction == 1.0) goto skip;
+
+ if (autocvar_g_nades) {
+ bool nade_in_range = false;
+ IL_EACH(g_projectiles, it.classname == "nade",