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"));
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;
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)
{
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)