From 42e9de77f09aebf1d29843223cce2073faed633e Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Sun, 30 Oct 2016 20:17:51 +0100 Subject: [PATCH] cleanup --- .../sv_spawn_near_teammate.qc | 83 +++++++++---------- 1 file changed, 41 insertions(+), 42 deletions(-) diff --git a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc index 6c363e5a7..0d71e59ff 100644 --- a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc +++ b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc @@ -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) -- 2.39.2