// Returns:
// _x: prio (-1 if unusable)
// _y: weight
-vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
+vector Spawn_Score(entity spot, float teamcheck)
{
float shortest, thisdist;
float prio;
if(spot.target != "") {
entity ent;
float good, found;
- ent = find(world, targetname, spot.target);
- while(ent) {
+ found = 0;
+ good = 0;
+ for(ent = world; (ent = find(ent, targetname, spot.target)); )
+ {
+ ++found;
if(ent.classname == "target_objective")
{
- found = 1;
if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
- return '-1 0 0';
- good = 1;
+ continue;
}
else if(ent.classname == "trigger_race_checkpoint")
{
- found = 1;
- if(!anypoint) // spectators may spawn everywhere
-
+ if(g_race_qualifying)
{
- if(g_race_qualifying)
- {
- // spawn at first
- if(ent.race_checkpoint != 0)
- return '-1 0 0';
- if(spot.race_place != race_lowest_place_spawn)
- return '-1 0 0';
- }
- else
+ // spawn at first
+ if(ent.race_checkpoint != 0)
+ continue;
+ if(spot.race_place != race_lowest_place_spawn)
+ continue;
+ }
+ else
+ {
+ if(ent.race_checkpoint != self.race_respawn_checkpoint)
+ continue;
+ // try reusing the previous spawn
+ if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
+ prio += 1;
+ if(ent.race_checkpoint == 0)
{
- if(ent.race_checkpoint != self.race_respawn_checkpoint)
- return '-1 0 0';
- // try reusing the previous spawn
- if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
- prio += 1;
- if(ent.race_checkpoint == 0)
- {
- float pl;
- pl = self.race_place;
- if(pl > race_highest_place_spawn)
- pl = 0;
- if(pl == 0 && !self.race_started)
- pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
- if(spot.race_place != pl)
- return '-1 0 0';
- }
+ float pl;
+ pl = self.race_place;
+ if(pl > race_highest_place_spawn)
+ pl = 0;
+ if(pl == 0 && !self.race_started)
+ pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
+ if(spot.race_place != pl)
+ continue;
}
}
- good = 1;
}
- ent = find(ent, targetname, spot.target);
+ ++good;
+ }
+
+ if(!found)
+ {
+ dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
+ return '-1 0 0';
}
- if(found && !good)
+ if(good < found) // at least one was bad
return '-1 0 0';
}
- player = playerlist;
shortest = vlen(world.maxs - world.mins);
- for(player = playerlist; player; player = player.chain)
- if (player != self)
- {
- thisdist = vlen(player.origin - spot.origin);
- if (thisdist < shortest)
- shortest = thisdist;
- }
- return prio * '1 0 0' + shortest * '0 1 0';
+ FOR_EACH_PLAYER(player) if (player != self)
+ {
+ thisdist = vlen(player.origin - spot.origin);
+ if (thisdist < shortest)
+ shortest = thisdist;
+ }
+
+ spawn_score = prio * '1 0 0' + shortest * '0 1 0';
+ MUTATOR_CALLHOOK(Spawn_Score);
+ return spawn_score;
}
float spawn_allbad;
float spawn_allgood;
-entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
+entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
{
entity spot, spotlist, spotlistend;
spawn_allgood = TRUE;
for(spot = firstspot; spot; spot = spot.chain)
{
- spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
+ spot.spawnpoint_score = Spawn_Score(spot, teamcheck);
if(autocvar_spawn_debugview)
{
{
float teamcheck;
entity firstspot_new;
- entity spot, firstspot, playerlist;
+ entity spot, firstspot;
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
- if(anypoint)
+ if(anypoint || autocvar_g_spawn_useallspawns)
teamcheck = -1;
else if(have_team_spawns > 0)
{
// if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
- // get the list of players
- playerlist = findchain(classname, "player");
// get the entire list of spots
firstspot = findchain(classname, "info_player_deathmatch");
// filter out the bad ones
}
else
{
- firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
+ firstspot_new = Spawn_FilterOutBadSpots(firstspot, 100, teamcheck);
if(!firstspot_new)
- firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
+ firstspot_new = Spawn_FilterOutBadSpots(firstspot, -1, teamcheck);
firstspot = firstspot_new;
// there is 50/50 chance of choosing a random spot or the furthest spot
// usually won't get fragged at spawn twice in a row)
if (arena_roundbased && !g_ca)
{
- firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
+ firstspot_new = Spawn_FilterOutBadSpots(firstspot, 800, teamcheck);
if(firstspot_new)
firstspot = firstspot_new;
spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
self.frags = FRAGS_SPECTATOR;
}
+.float model_randomizer;
void FixPlayermodel()
{
string defaultmodel;
- float defaultskin, chmdl, oldskin;
+ float defaultskin, chmdl, oldskin, n, i;
vector m1, m2;
defaultmodel = "";
- if(autocvar_sv_defaultcharacter == 1) {
+ if(autocvar_sv_defaultcharacter == 1)
+ {
defaultskin = 0;
if(teamplay)
defaultmodel = autocvar_sv_defaultplayermodel;
defaultskin = autocvar_sv_defaultplayerskin;
}
+
+ n = tokenize_console(defaultmodel);
+ if(n > 0)
+ defaultmodel = argv(floor(n * self.model_randomizer));
+
+ i = strstrofs(defaultmodel, ":", 0);
+ if(i >= 0)
+ {
+ defaultskin = stof(substring(defaultmodel, i+1, -1));
+ defaultmodel = substring(defaultmodel, 0, i);
+ }
}
if(self.modelindex == 0 && self.deadflag == DEAD_NO)
if(INDEPENDENT_PLAYERS)
MAKE_INDEPENDENT_PLAYER(self);
self.flags = FL_CLIENT;
+ if(autocvar__notarget)
+ self.flags |= FL_NOTARGET;
self.takedamage = DAMAGE_AIM;
if(g_minstagib)
self.effects = EF_FULLBRIGHT;
// Wazat's grappling hook
SetGrappleHookBindings();
- // get autoswitch state from player when he toggles it
- stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
-
// get version info from player
stuffcmd(self, "cmd clientversion $gameversion\n");
if(!autocvar_g_campaign)
Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
+
+ self.model_randomizer = random();
}
/*
self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
self.effects |= EF_ADDITIVE;
self.oldcolormap = self.colormap;
- self.colormap = 512;
+ self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
if(autocvar_g_respawn_ghosts_maxtime)
SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
if(g_nexball)
nexball_setstatus();
-
+
+ // secret status
+ secrets_setstatus();
+
self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
//self.angles_y=self.v_angle_y + 90; // temp
self.stored_netname = strzone(uid2name(self.crypto_idfp));
if(self.stored_netname != self.netname)
{
- db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
+ db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
strunzone(self.stored_netname);
self.stored_netname = strzone(self.netname);
}