entity player = M_ARGV(0, entity);
entity spawn_spot = M_ARGV(1, entity);
- //LOG_INFOF("PlayerSpawn for player: %s %v spawn_spot: %v\n", player.netname, player.origin, spawn_spot.origin);
-
int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
FOREACH_CLIENT(IS_PLAYER(it),
{
// 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
+ RandomSelection_Init();
for(int i = 0; i < 6; ++i)
{
switch(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;
}
- vector horizontal_trace_endpos = trace_endpos;
- //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
- if(trace_fraction != 1.0) continue;
-
- // 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) continue; // inside another player
- if (trace_fraction == 1.0) continue; // above void or too high
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) continue;
- if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) continue; // no lava or slime (this also prevents spawning in water which i assume would be annoying)
- if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) continue;
-
- // 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) continue;
-
- 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) continue;
- }
+ 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);
+ //LOG_INFOF("mod: %d, ent: %d\n", i % 2 == 1, etof(RandomSelection_chosen_ent));
+ } while(0);
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
+ if (i % 2 == 1 && RandomSelection_chosen_ent)
{
- float dist = vlen(vectical_trace_endpos - player.msnt_deathloc);
- //LOG_INFOF(" dist: %f, best_dist %f\n", dist, best_dist);
- if(dist < best_dist || best_dist == 0)
+ if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
{
- //LOG_INFOF(" new best dist - pos: %v\n", vectical_trace_endpos);
- best_dist = dist;
- best_pos = vectical_trace_endpos;
- best_mate = it;
+ float dist = vlen(RandomSelection_chosen_ent.origin - player.msnt_deathloc);
+ //LOG_INFOF(" dist: %f, best_dist %f\n", dist, best_dist);
+ if (dist < best_dist || best_dist == 0)
+ {
+ //LOG_INFOF(" new best dist - pos: %v\n", RandomSelection_chosen_vec);
+ best_dist = dist;
+ best_pos = RandomSelection_chosen_vec;
+ best_mate = RandomSelection_chosen_ent;
+ }
}
- }
- else
- {
- setorigin(player, vectical_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;
- //LOG_INFOF(" PlayerSpawn return %v\n", player.origin);
- return;
+ else
+ {
+ setorigin(player, RandomSelection_chosen_vec);
+ player.angles = RandomSelection_chosen_ent.angles;
+ player.angles_z = 0; // never spawn tilted even if the spot says to
+ RandomSelection_chosen_ent.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
+ return;
+ }
+ continue; // don't test the other spots near this teammate, go to the next one
}
}
));