#include "sv_spawn_near_teammate.qh"
+const float FLOAT_MAX = 340282346638528859811704183484516925440.0f;
+
float autocvar_g_spawn_near_teammate_distance;
int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
-int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
+bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
.entity msnt_lookat;
.float msnt_timer;
-.vector msnt_deathloc;
.float cvar_cl_spawn_near_teammate;
entity spawn_spot = M_ARGV(1, entity);
vector spawn_score = M_ARGV(2, vector);
- //LOG_INFOF("Spawn_Score player: %s %v spawn_spot: %v spawn_score: %f\n", player.netname, player.origin, spawn_spot.origin, spawn_score);
-
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
return;
continue;
if(!checkpvs(spawn_spot.origin, it))
continue;
- RandomSelection_Add(it, 0, string_null, 1, 1);
+ RandomSelection_AddEnt(it, 1, 1);
));
if(RandomSelection_chosen_ent)
else if(player.team == spawn_spot.team)
spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
- //LOG_INFOF("Spawn_Score ret %v", spawn_score);
M_ARGV(2, vector) = spawn_score;
}
MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
{
- //if(!teamplay) { return; } // TODO DEBUGGING
+ if(!teamplay) { return; }
entity player = M_ARGV(0, entity);
entity spawn_spot = M_ARGV(1, entity);
- LOG_INFOF("PlayerSpawn for player: %s %v spawn_spot: %v\n", player.netname, player.origin, spawn_spot.origin);
-
- /*
int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
FOREACH_CLIENT(IS_PLAYER(it),
{
if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
- */ // // TODO DEBUGING
// Note: when entering this, fixangle is already set.
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
entity best_mate = NULL;
vector best_pos = '0 0 0';
- float pc = 0, best_dist = 0, dist = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
- LOG_INFOF(" for client: %s %v\n", it.netname, it.origin);
- //if (!SAME_TEAM(player, it)) continue; // TODO DEBUGING
- if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health < autocvar_g_balance_health_regenstable) continue;
+ float best_dist2 = FLOAT_MAX;
+ FOREACH_CLIENT_RANDOM(IS_PLAYER(it), LAMBDA(
+ if (!SAME_TEAM(player, it)) continue;
+ if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && it.health < autocvar_g_balance_health_regenstable) continue;
if (IS_DEAD(it)) continue;
if (time < it.msnt_timer) continue;
if (time < it.spawnshieldtime) continue;
if (forbidWeaponUse(it)) continue;
- if (STAT(FROZEN, it)) continue;
if (it == player) continue;
- // TODO check for nades
-
vector horiz_vel = vec2(it.velocity);
- if(vdist(horiz_vel, >, 450)) {
+ // 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
+ if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
fixedmakevectors(vectoangles(horiz_vel));
- LOG_INFOF(" using velocity -> forward: %v\n", v_forward);
- } else {
+ else
fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
- LOG_INFOF(" using angles -> forward: %v\n", v_forward);
- }
- // test diffrent spots close to mate - trace upwards so it works on uneven surfaces
- for(pc = 0; pc < 4; ++pc)
+ // 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
+ // test the potential spots in pairs (first pair is better than second and so on) but don't prefer one side
+ RandomSelection_Init();
+ for(int i = 0; i < 6; ++i)
{
- switch(pc)
+ switch(i)
{
case 0:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+ 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);
break;
case 1:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+ 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);
break;
case 2:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 - v_forward * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
break;
case 3:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 - v_forward * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
+ break;
+ case 4:
+ 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);
+ break;
+ case 5:
+ 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);
break;
}
+
vector horizontal_trace_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;
+ //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)
- 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, horizontal_trace_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
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) continue;
- if (pointcontents(trace_endpos + '0 0 1') != CONTENT_EMPTY) continue; // this also prevents spawning in water which i assume would be annoying
- if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), trace_endpos)) continue;
-
- 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)
+ // not traceline because we need space for the whole player, not just his origin
+ tracebox(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), 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, NULL), STAT(PL_MAX, NULL), 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, NULL).z + v_forward * STAT(PL_MAX, NULL).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",
{
- LOG_INFOF(" new best dist - pos: %v\n", trace_endpos);
- best_dist = dist;
- best_pos = trace_endpos;
- best_mate = it;
- }
+ if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
+ nade_in_range = true;
+ goto skip;
+ }
+ });
+ if (nade_in_range) goto skip;
}
- else // TODO random to avoid favoring players who joined early
+
+ // 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);
+
+LABEL(skip)
+ if (i % 2 == 1 && RandomSelection_chosen_ent)
{
- setorigin(player, trace_endpos);
- player.angles = it.angles;
- player.angles_z = 0; // never spawn tilted even if the spot says to
- it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
- LOG_INFOF(" PlayerSpawn return %v\n", player.origin);
- if (player.origin != trace_endpos) LOG_WARNF("wrong origin\n");
- return;
+ if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
+ {
+ float dist2 = vlen2(RandomSelection_chosen_ent.origin - player.death_origin);
+ if (dist2 < best_dist2)
+ {
+ best_dist2 = dist2;
+ best_pos = RandomSelection_chosen_vec;
+ best_mate = RandomSelection_chosen_ent;
+ }
+ }
+ else
+ {
+ setorigin(player, RandomSelection_chosen_vec);
+ player.angles = RandomSelection_chosen_ent.angles;
+ player.angles_z = 0; // never spawn tilted even if the spot says to
+ RandomSelection_chosen_ent.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
+ return;
+ }
+ break; // don't test the other spots near this teammate, go to the next one
}
}
));
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
- if(best_dist)
+ if(best_mate)
{
- tracebox(best_pos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), best_pos + '0 0 1', MOVE_NOMONSTERS, player);
- if (trace_startsolid || trace_fraction != 1.0) LOG_WARNF("bad spawn? %d %f", trace_startsolid, trace_fraction);
setorigin(player, best_pos);
- LOG_INFOF("PlayerSpawn best_dist: pos: %v\n", best_pos);
- if (player.origin != best_pos) LOG_WARNF("wrong origin: %v", player.origin);
-
player.angles = best_mate.angles;
player.angles_z = 0; // never spawn tilted even if the spot says to
best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
sprint(player, "angles: ", vtos(player.angles), "\n");
*/
}
-
- LOG_INFOF("PlayerSpawn end player: %s %v spawn_spot: %v\n", player.netname, player.origin, spawn_spot.origin);
-}
-
-MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
-{
- entity frag_target = M_ARGV(0, entity);
-
- frag_target.msnt_deathloc = frag_target.origin;
}
REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");