.float cvar_cl_spawn_near_teammate;
MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
-{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 false;
+{
+ 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 = world;
+ spawn_spot.msnt_lookat = NULL;
if(!teamplay)
- return false;
+ return;
RandomSelection_Init();
- FOREACH_CLIENT(IS_PLAYER(it) && it != self && SAME_TEAM(it, self) && !IS_DEAD(it), LAMBDA(
+ 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))
spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
}
- else if(self.team == spawn_spot.team)
+ 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
- return false;
+ M_ARGV(2, vector) = spawn_score;
}
MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
{
- if(!teamplay) { return false; }
+ 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),
});
if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
- return false; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
+ 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 = world;
+ 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(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)
{
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 false;
+ return;
}
}
}
sprint(player, "angles: ", vtos(player.angles), "\n");
*/
}
-
- return false;
}
MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
{
+ entity frag_target = M_ARGV(0, entity);
+
frag_target.msnt_deathloc = frag_target.origin;
- return false;
}
REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");