1 #include "sv_spawn_near_teammate.qh"
3 float autocvar_g_spawn_near_teammate_distance;
4 int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
5 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
6 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
7 int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
8 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
10 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
15 .vector msnt_deathloc;
17 .float cvar_cl_spawn_near_teammate;
19 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
21 entity player = M_ARGV(0, entity);
22 entity spawn_spot = M_ARGV(1, entity);
23 vector spawn_score = M_ARGV(2, vector);
25 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
28 spawn_spot.msnt_lookat = NULL;
33 RandomSelection_Init();
34 FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), LAMBDA(
35 if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
37 if(vdist(spawn_spot.origin - it.origin, <, 48))
39 if(!checkpvs(spawn_spot.origin, it))
41 RandomSelection_AddEnt(it, 1, 1);
44 if(RandomSelection_chosen_ent)
46 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
47 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
49 else if(player.team == spawn_spot.team)
50 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
52 M_ARGV(2, vector) = spawn_score;
55 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
57 if(!teamplay) { return; }
58 entity player = M_ARGV(0, entity);
59 entity spawn_spot = M_ARGV(1, entity);
61 //LOG_INFOF("PlayerSpawn for player: %s %v spawn_spot: %v\n", player.netname, player.origin, spawn_spot.origin);
63 int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
64 FOREACH_CLIENT(IS_PLAYER(it),
68 case NUM_TEAM_1: ++num_red; break;
69 case NUM_TEAM_2: ++num_blue; break;
70 case NUM_TEAM_3: ++num_yellow; break;
71 case NUM_TEAM_4: ++num_pink; break;
75 if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
76 return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
78 // Note: when entering this, fixangle is already set.
79 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
81 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
82 player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
84 entity best_mate = NULL;
85 vector best_pos = '0 0 0';
87 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
88 //LOG_INFOF(" for client: %s %v\n", it.netname, it.origin);
89 if (!SAME_TEAM(player, it)) continue;
90 if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health < autocvar_g_balance_health_regenstable) continue;
91 if (IS_DEAD(it)) continue;
92 if (time < it.msnt_timer) continue;
93 if (time < it.spawnshieldtime) continue;
94 if (forbidWeaponUse(it)) continue;
95 if (STAT(FROZEN, it)) continue;
96 if (it == player) continue;
98 vector horiz_vel = vec2(it.velocity);
99 if (vdist(horiz_vel, >, 450))
100 fixedmakevectors(vectoangles(horiz_vel));
102 fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
104 // test different spots close to mate - trace upwards so it works on uneven surfaces
105 // don't spawn in front of player or directly behind to avoid players shooting each other
106 for(int i = 0; i < 6; ++i)
111 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 64 + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
114 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 64 - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
117 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
120 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
123 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 + v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
126 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
130 vector horizontal_trace_endpos = trace_endpos;
131 //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
132 if(trace_fraction != 1.0) continue;
134 // 400 is about the height of a typical laser jump (in overkill)
135 // not traceline because we need space for the whole player, not just his origin
136 tracebox(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
137 vector vectical_trace_endpos = trace_endpos;
138 //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
139 if (trace_startsolid) continue; // inside another player
140 if (trace_fraction == 1.0) continue; // above void or too high
141 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) continue;
142 if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) continue; // this also prevents spawning in water which i assume would be annoying
143 if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) continue;
145 // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
146 vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, NULL).z + v_forward * STAT(PL_MAX, NULL).x; // top front of player's bbox - highest point we know is not inside solid
147 traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
148 //te_beam(NULL, floor_test_start, trace_endpos);
149 if (trace_fraction == 1.0) continue;
151 if (autocvar_g_nades) {
152 bool nade_in_range = false;
153 IL_EACH(g_projectiles, it.classname == "nade",
155 if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
156 nade_in_range = true;
160 if (nade_in_range) continue;
163 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
165 float dist = vlen(vectical_trace_endpos - player.msnt_deathloc);
166 //LOG_INFOF(" dist: %f, best_dist %f\n", dist, best_dist);
167 if(dist < best_dist || best_dist == 0)
169 //LOG_INFOF(" new best dist - pos: %v\n", vectical_trace_endpos);
171 best_pos = vectical_trace_endpos;
175 else // TODO randomize to avoid favoring players who joined early
177 setorigin(player, vectical_trace_endpos);
178 player.angles = it.angles;
179 player.angles_z = 0; // never spawn tilted even if the spot says to
180 it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
181 //LOG_INFOF(" PlayerSpawn return %v\n", player.origin);
187 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
190 setorigin(player, best_pos);
191 player.angles = best_mate.angles;
192 player.angles_z = 0; // never spawn tilted even if the spot says to
193 best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
196 else if(spawn_spot.msnt_lookat)
198 player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin);
199 player.angles_x = -player.angles.x;
200 player.angles_z = 0; // never spawn tilted even if the spot says to
202 sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
203 sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n");
204 sprint(player, "angles: ", vtos(player.angles), "\n");
209 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
211 entity frag_target = M_ARGV(0, entity);
213 frag_target.msnt_deathloc = frag_target.origin;
216 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");