if (STAT(FROZEN, it)) continue;
if (it == player) continue;
- // TODO check for nades
-
vector horiz_vel = vec2(it.velocity);
if(vdist(horiz_vel, >, 450)) {
fixedmakevectors(vectoangles(horiz_vel));
break;
}
vector horizontal_trace_endpos = trace_endpos;
- te_lightning1(NULL, it.origin, trace_endpos);
+ te_lightning1(NULL, it.origin, horizontal_trace_endpos);
LOG_INFOF(" pc: %d trace_fraction %f\n", pc, trace_fraction);
if(trace_fraction != 1.0) continue;
// 400 is about the height of a typical laser jump (in overkill)
- tracebox(trace_endpos + '0 0 4', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), trace_endpos - '0 0 400', MOVE_NORMAL, it);
- te_lightning2(NULL, horizontal_trace_endpos, trace_endpos);
+ // not traceline because we need space for the whole payer, not just his origin
+ tracebox(horizontal_trace_endpos + '0 0 4', 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);
LOG_INFOF(" trace_fraction2 %f\n", trace_fraction);
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(trace_endpos + '0 0 1') != CONTENT_EMPTY) continue; // 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), trace_endpos)) continue;
+ if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) continue; // 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; // top of player's head - highest point we know is not inside solid
+ traceline(floor_test_start, floor_test_start + v_forward * 128 - v_up * 128, MOVE_NOMONSTERS, it);
+ te_beam(NULL, floor_test_start, trace_endpos);
+ LOG_INFOF(" floor trace_fraction: %f\n", trace_fraction);
+ if (trace_fraction == 1.0) continue;
+
+ // TODO check for nades
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
{
- dist = vlen(trace_endpos - player.msnt_deathloc);
+ 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)
{
- LOG_INFOF(" new best dist - pos: %v\n", trace_endpos);
+ LOG_INFOF(" new best dist - pos: %v\n", vectical_trace_endpos);
best_dist = dist;
- best_pos = trace_endpos;
+ best_pos = vectical_trace_endpos;
best_mate = it;
}
}
else // TODO random to avoid favoring players who joined early
{
- setorigin(player, trace_endpos);
+ 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);
- if (player.origin != trace_endpos) LOG_WARNF("wrong origin\n");
+ if (player.origin != vectical_trace_endpos) LOG_WARNF("wrong origin\n");
return;
}
}