#include "sv_spawn_near_teammate.qh" 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_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; MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score) { 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)) 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( if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance)) continue; if(vdist(spawn_spot.origin - it.origin, <, 48)) continue; if(!checkpvs(spawn_spot.origin, it)) continue; RandomSelection_Add(it, 0, string_null, 1, 1); )); if(RandomSelection_chosen_ent) { spawn_spot.msnt_lookat = RandomSelection_chosen_ent; spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND; } 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 M_ARGV(2, vector) = spawn_score; } MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) { if(!teamplay) { return; } entity player = M_ARGV(0, entity); entity spawn_spot = M_ARGV(1, entity); int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0; FOREACH_CLIENT(IS_PLAYER(it), { switch(it.team) { case NUM_TEAM_1: ++num_red; break; case NUM_TEAM_2: ++num_blue; break; case NUM_TEAM_3: ++num_yellow; break; case NUM_TEAM_4: ++num_pink; break; } }); 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! // 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_delay_death) player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death; entity best_mate = NULL; vector best_spot = '0 0 0'; float pc = 0, best_dist = 0, dist = 0; FOREACH_CLIENT(IS_PLAYER(it), LAMBDA( if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0) if(!IS_DEAD(it)) if(it.msnt_timer < time) if(SAME_TEAM(player, it)) if(time > it.spawnshieldtime) // spawn shielding if(!forbidWeaponUse(it)) if(STAT(FROZEN, it) == 0) if(it != player) { tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 100', MOVE_NOMONSTERS, it); if(trace_fraction != 1.0) if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { pc = pointcontents(trace_endpos + '0 0 1'); if(pc == CONTENT_EMPTY) { if(vdist(it.velocity, >, 5)) fixedmakevectors(vectoangles(it.velocity)); else fixedmakevectors(it.angles); for(pc = 0; pc < 4; ++pc) // test 4 diffrent spots close to mate { switch(pc) { case 0: tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128, MOVE_NOMONSTERS, it); break; case 1: tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 , 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, 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, MOVE_NOMONSTERS, it); break; //case 4: //tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128, MOVE_NOMONSTERS, it); //break; } if(trace_fraction == 1.0) { traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NOMONSTERS, it); if(trace_fraction != 1.0) { if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath) { dist = vlen(trace_endpos - player.msnt_deathloc); if(dist < best_dist || best_dist == 0) { best_dist = dist; best_spot = trace_endpos; best_mate = it; } } else { 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; return; } } } } } } } )); if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath) if(best_dist) { setorigin(player, best_spot); 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; } } else if(spawn_spot.msnt_lookat) { player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin); player.angles_x = -player.angles.x; player.angles_z = 0; // never spawn tilted even if the spot says to /* sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n"); sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n"); sprint(player, "angles: ", vtos(player.angles), "\n"); */ } } 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");