+#include "../_all.qh"
+
+#include "mutator.qh"
+
.entity msnt_lookat;
.float msnt_timer;
.vector msnt_deathloc;
+.float cvar_cl_spawn_near_teammate;
+
MUTATOR_HOOKFUNCTION(msnt_Spawn_Score)
-{
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint)
+{SELFPARAM();
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
return 0;
entity p;
if(RandomSelection_chosen_ent)
{
spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
- spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
+ spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
}
else if(self.team == spawn_spot.team)
- spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
+ spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
return 0;
}
MUTATOR_HOOKFUNCTION(msnt_PlayerSpawn)
-{
+{SELFPARAM();
// Note: when entering this, fixangle is already set.
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint)
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
{
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
if(team_mate.msnt_timer < time)
if(SAME_TEAM(self, team_mate))
if(time > team_mate.spawnshieldtime) // spawn shielding
- if(team_mate.freezetag_frozen == 0)
+ if(team_mate.frozen == 0)
if(team_mate != self)
{
tracebox(team_mate.origin, PL_MIN, PL_MAX, team_mate.origin - '0 0 100', MOVE_WORLDONLY, team_mate);
else if(spawn_spot.msnt_lookat)
{
self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
- self.angles_x = -self.angles_x;
+ self.angles_x = -self.angles.x;
self.angles_z = 0; // never spawn tilted even if the spot says to
/*
sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
}
MUTATOR_HOOKFUNCTION(msnt_PlayerDies)
-{
+{SELFPARAM();
self.msnt_deathloc = self.origin;
return 0;
}
+MUTATOR_HOOKFUNCTION(msnt_GetCvars)
+{
+ GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_spawn_near_teammate, "cl_spawn_near_teammate");
+ return false;
+}
+
MUTATOR_DEFINITION(mutator_spawn_near_teammate)
{
MUTATOR_HOOK(Spawn_Score, msnt_Spawn_Score, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, msnt_PlayerSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, msnt_PlayerDies, CBC_ORDER_ANY);
+ MUTATOR_HOOK(GetCvars, msnt_GetCvars, CBC_ORDER_ANY);
return 0;
}