]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
cleanup
authorMartin Taibr <taibr.martin@gmail.com>
Sun, 30 Oct 2016 19:17:51 +0000 (20:17 +0100)
committerMartin Taibr <taibr.martin@gmail.com>
Sun, 30 Oct 2016 19:17:51 +0000 (20:17 +0100)
qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc

index 6c363e5a7ed7297dd51e06518d297bb80423347f..0d71e59fff99dd1ab584506ffa0938aa916d33a8 100644 (file)
@@ -6,7 +6,7 @@ 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_check_health;
 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
 
 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
@@ -84,9 +84,8 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                vector best_pos = '0 0 0';
                float best_dist2 = FLOAT_MAX;
                FOREACH_CLIENT_RANDOM(IS_PLAYER(it), LAMBDA(
-                       //LOG_INFOF("  for client: %s %v\n", it.netname, it.origin);
                        if (!SAME_TEAM(player, it)) continue;
-                       if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health < autocvar_g_balance_health_regenstable) continue;
+                       if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && it.health < autocvar_g_balance_health_regenstable) continue;
                        if (IS_DEAD(it)) continue;
                        if (time < it.msnt_timer) continue;
                        if (time < it.spawnshieldtime) continue;
@@ -96,14 +95,14 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                        vector horiz_vel = vec2(it.velocity);
                        // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking
                        // when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player
-                       if (vdist(horiz_vel, >, 450))
+                       if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
                                fixedmakevectors(vectoangles(horiz_vel));
                        else
                                fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
 
                        // test different spots close to mate - trace upwards so it works on uneven surfaces
                        // don't spawn in front of player or directly behind to avoid players shooting each other
-                       // test the potential spots in pairs but don't prefer one side
+                       // test the potential spots in pairs (first pair is better than second and so on) but don't prefer one side
                        RandomSelection_Init();
                        for(int i = 0; i < 6; ++i)
                        {
@@ -128,45 +127,45 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                                                tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
                                                break;
                                }
-                               do {
-                                       vector horizontal_trace_endpos = trace_endpos;
-                                       //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
-                                       if (trace_fraction != 1.0) break;
-
-                                       // 400 is about the height of a typical laser jump (in overkill)
-                                       // not traceline because we need space for the whole player, not just his origin
-                                       tracebox(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
-                                       vector vectical_trace_endpos = trace_endpos;
-                                       //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
-                                       if (trace_startsolid) break; // inside another player
-                                       if (trace_fraction == 1.0) break; // above void or too high
-                                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) break;
-                                       if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) break; // no lava or slime (or water which i assume would be annoying anyway)
-                                       if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) break;
-
-                                       // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
-                                       vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, NULL).z + v_forward * STAT(PL_MAX, NULL).x; // top front of player's bbox - highest point we know is not inside solid
-                                       traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
-                                       //te_beam(NULL, floor_test_start, trace_endpos);
-                                       if (trace_fraction == 1.0) break;
-
-                                       if (autocvar_g_nades) {
-                                               bool nade_in_range = false;
-                                               IL_EACH(g_projectiles, it.classname == "nade",
-                                               {
-                                                       if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
-                                                               nade_in_range = true;
-                                                               break;
-                                                       }
-                                               });
-                                               if (nade_in_range) break;
-                                       }
 
-                                       // here, we know we found a good spot
-                                       RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
-                                       //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10);
-                               } while(0);
+                               vector horizontal_trace_endpos = trace_endpos;
+                               //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
+                               if (trace_fraction != 1.0) goto skip;
+
+                               // 400 is about the height of a typical laser jump (in overkill)
+                               // not traceline because we need space for the whole player, not just his origin
+                               tracebox(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
+                               vector vectical_trace_endpos = trace_endpos;
+                               //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
+                               if (trace_startsolid) goto skip; // inside another player
+                               if (trace_fraction == 1.0) goto skip; // above void or too high
+                               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) goto skip;
+                               if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) goto skip; // no lava or slime (or water which i assume would be annoying anyway)
+                               if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) goto skip;
+
+                               // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
+                               vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, NULL).z + v_forward * STAT(PL_MAX, NULL).x; // top front of player's bbox - highest point we know is not inside solid
+                               traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
+                               //te_beam(NULL, floor_test_start, trace_endpos);
+                               if (trace_fraction == 1.0) goto skip;
+
+                               if (autocvar_g_nades) {
+                                       bool nade_in_range = false;
+                                       IL_EACH(g_projectiles, it.classname == "nade",
+                                       {
+                                               if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
+                                                       nade_in_range = true;
+                                                       goto skip;
+                                               }
+                                       });
+                                       if (nade_in_range) goto skip;
+                               }
+
+                               // here, we know we found a good spot
+                               RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
+                               //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10);
 
+LABEL(skip)
                                if (i % 2 == 1 && RandomSelection_chosen_ent)
                                {
                                        if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)