X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fspawn_near_teammate%2Fsv_spawn_near_teammate.qc;fp=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fspawn_near_teammate%2Fsv_spawn_near_teammate.qc;h=2243c9872cba4d3ed6d1b1f4c47e25d7cf41a2e9;hp=73435841d87c296f1119c3078b1f4c0833ba02d8;hb=0d0a2025de767dbfae0519941294f5947fe38c1f;hpb=df0725fcacd8658029c3d9556a213ddb5d0ded62 diff --git a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc index 73435841d8..2243c9872c 100644 --- a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc +++ b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc @@ -103,10 +103,15 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) vector horiz_vel = vec2(it.velocity); // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking // when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player + vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0'; if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50)) - fixedmakevectors(vectoangles(horiz_vel)); + { + FIXED_MAKE_VECTORS(vectoangles(horiz_vel), forward, right, up); + } else - fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch + { + FIXED_MAKE_VECTORS(it.angles, forward, right, up); + } // test different spots close to mate - trace upwards so it works on uneven surfaces // don't spawn in front of player or directly behind to avoid players shooting each other @@ -117,22 +122,22 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) switch(i) { case 0: - tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 64 + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it); + tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 64 + right * 128 + up * 64, MOVE_NOMONSTERS, it); break; case 1: - tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 64 - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it); + tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 64 - right * 128 + up * 64, MOVE_NOMONSTERS, it); break; case 2: - tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it); + tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin + right * 192 + up * 64, MOVE_NOMONSTERS, it); break; case 3: - tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it); + tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - right * 192 + up * 64, MOVE_NOMONSTERS, it); break; case 4: - tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 128 + v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it); + tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 128 + right * 64 + up * 64, MOVE_NOMONSTERS, it); break; case 5: - tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it); + tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 128 - right * 64 + up * 64, MOVE_NOMONSTERS, it); break; } @@ -142,7 +147,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) // 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); + tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - 400 * up, 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 @@ -152,8 +157,9 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) 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); + // top front of player's bbox - highest point we know is not inside solid + vector floor_test_start = vectical_trace_endpos + up * STAT(PL_MAX, player).z + forward * STAT(PL_MAX, player).x; + traceline(floor_test_start, floor_test_start + forward * 100 - up * 128, MOVE_NOMONSTERS, it); //te_beam(NULL, floor_test_start, trace_endpos); if (trace_fraction == 1.0) goto skip; @@ -171,7 +177,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) // here, we know we found a good spot RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1); - //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10); + //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + forward * 10); LABEL(skip) if (i % 2 == 1 && RandomSelection_chosen_ent)