#include <lib/float.qh>
+string autocvar_g_spawn_near_teammate;
float autocvar_g_spawn_near_teammate_distance;
int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
int autocvar_g_spawn_near_teammate_ignore_spawnpoint_max;
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"));
+REGISTER_MUTATOR(spawn_near_teammate, expr_evaluate(autocvar_g_spawn_near_teammate));
.entity msnt_lookat;
MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
{
+ if (!teamplay) return;
+
entity player = M_ARGV(0, entity);
entity spawn_spot = M_ARGV(1, entity);
vector spawn_score = M_ARGV(2, vector);
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
return;
spawn_spot.msnt_lookat = NULL;
- if(!teamplay)
- return;
-
RandomSelection_Init();
- FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), {
if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
continue;
if(vdist(spawn_spot.origin - it.origin, <, 48))
if(!checkpvs(spawn_spot.origin, it))
continue;
RandomSelection_AddEnt(it, 1, 1);
- ));
+ });
if(RandomSelection_chosen_ent)
{
MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
{
- if(!teamplay) { return; }
+ if (!teamplay) return;
+
entity player = M_ARGV(0, entity);
entity spawn_spot = M_ARGV(1, entity);
return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
// 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))
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
{
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
vector best_pos = '0 0 0';
float best_dist2 = FLOAT_MAX;
int tested = 0;
- FOREACH_CLIENT_RANDOM(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT_RANDOM(IS_PLAYER(it), {
if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_max && tested >= autocvar_g_spawn_near_teammate_ignore_spawnpoint_max) break;
if (PHYS_INPUT_BUTTON_CHAT(it)) continue;
switch(i)
{
case 0:
- 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);
+ 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);
break;
case 1:
- 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);
+ 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);
break;
case 2:
- tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), 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 * 192 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), 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);
+ 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);
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);
+ 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);
break;
}
// 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, NULL), STAT(PL_MAX, NULL), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
+ 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, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) goto skip;
+ 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, NULL).z + v_forward * STAT(PL_MAX, NULL).x; // top front of player's bbox - highest point we know is not inside solid
+ 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;
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_mate)