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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / spawn_near_teammate / spawn_near_teammate.qc
1 #ifdef IMPLEMENTATION
2
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;
9
10 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate") && teamplay);
11
12 .entity msnt_lookat;
13
14 .float msnt_timer;
15 .vector msnt_deathloc;
16
17 .float cvar_cl_spawn_near_teammate;
18
19 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
20 {SELFPARAM();
21         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
22                 return 0;
23
24         entity p;
25
26         spawn_spot.msnt_lookat = world;
27
28         if(!teamplay)
29                 return 0;
30
31         RandomSelection_Init();
32         FOR_EACH_PLAYER(p) if(p != self) if(p.team == self.team) if(!p.deadflag)
33         {
34                 float l = vlen(spawn_spot.origin - p.origin);
35                 if(l > autocvar_g_spawn_near_teammate_distance)
36                         continue;
37                 if(l < 48)
38                         continue;
39                 if(!checkpvs(spawn_spot.origin, p))
40                         continue;
41                 RandomSelection_Add(p, 0, string_null, 1, 1);
42         }
43
44         if(RandomSelection_chosen_ent)
45         {
46                 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
47                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
48         }
49         else if(self.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
51
52         return 0;
53 }
54
55 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
56 {SELFPARAM();
57         // Note: when entering this, fixangle is already set.
58         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
59         {
60                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
61                         self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
62
63                 entity team_mate, best_mate = world;
64                 vector best_spot = '0 0 0';
65                 float pc = 0, best_dist = 0, dist = 0;
66                 FOR_EACH_PLAYER(team_mate)
67                 {
68                         if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && team_mate.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0)
69                         if(team_mate.deadflag == DEAD_NO)
70                         if(team_mate.msnt_timer < time)
71                         if(SAME_TEAM(self, team_mate))
72                         if(time > team_mate.spawnshieldtime) // spawn shielding
73                         if(team_mate.frozen == 0)
74                         if(team_mate != self)
75                         {
76                                 tracebox(team_mate.origin, PL_MIN, PL_MAX, team_mate.origin - '0 0 100', MOVE_WORLDONLY, team_mate);
77                                 if(trace_fraction != 1.0)
78                                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
79                                 {
80                                         pc = pointcontents(trace_endpos + '0 0 1');
81                                         if(pc == CONTENT_EMPTY)
82                                         {
83                                                 if(vlen(team_mate.velocity) > 5)
84                                                         fixedmakevectors(vectoangles(team_mate.velocity));
85                                                 else
86                                                         fixedmakevectors(team_mate.angles);
87
88                                                 for(pc = 0; pc != 5; ++pc) // test 5 diffrent spots close to mate
89                                                 {
90                                                         switch(pc)
91                                                         {
92                                                                 case 0:
93                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 128, MOVE_NORMAL, team_mate);
94                                                                         break;
95                                                                 case 1:
96                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 128 , MOVE_NORMAL, team_mate);
97                                                                         break;
98                                                                 case 2:
99                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
100                                                                         break;
101                                                                 case 3:
102                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
103                                                                         break;
104                                                                 case 4:
105                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_forward * 128, MOVE_NORMAL, team_mate);
106                                                                         break;
107                                                         }
108
109                                                         if(trace_fraction == 1.0)
110                                                         {
111                                                                 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NORMAL, team_mate);
112                                                                 if(trace_fraction != 1.0)
113                                                                 {
114                                                                         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
115                                                                         {
116                                                                                 dist = vlen(trace_endpos - self.msnt_deathloc);
117                                                                                 if(dist < best_dist || best_dist == 0)
118                                                                                 {
119                                                                                         best_dist = dist;
120                                                                                         best_spot = trace_endpos;
121                                                                                         best_mate = team_mate;
122                                                                                 }
123                                                                         }
124                                                                         else
125                                                                         {
126                                                                                 setorigin(self, trace_endpos);
127                                                                                 self.angles = team_mate.angles;
128                                                                                 self.angles_z = 0; // never spawn tilted even if the spot says to
129                                                                                 team_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
130                                                                                 return 0;
131                                                                         }
132                                                                 }
133                                                         }
134                                                 }
135                                         }
136                                 }
137                         }
138                 }
139
140                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
141                 if(best_dist)
142                 {
143                         setorigin(self, best_spot);
144                         self.angles = best_mate.angles;
145                         self.angles_z = 0; // never spawn tilted even if the spot says to
146                         best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
147                 }
148         }
149         else if(spawn_spot.msnt_lookat)
150         {
151                 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
152                 self.angles_x = -self.angles.x;
153                 self.angles_z = 0; // never spawn tilted even if the spot says to
154                 /*
155                 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
156                 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
157                 sprint(self, "angles: ", vtos(self.angles), "\n");
158                 */
159         }
160
161         return 0;
162 }
163
164 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
165 {SELFPARAM();
166         self.msnt_deathloc = self.origin;
167         return 0;
168 }
169
170 MUTATOR_HOOKFUNCTION(spawn_near_teammate, GetCvars)
171 {
172         GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_spawn_near_teammate, "cl_spawn_near_teammate");
173         return false;
174 }
175 #endif