130 lines
2.9 KiB
Plaintext
130 lines
2.9 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*
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=================
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Spawn_ObserverCam
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Find a spawnpoint for spectators and set origin and angle of the 'pl' target.
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=================
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*/
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void
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Spawn_ObserverCam(base_player pl)
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{
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entity eTarget;
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entity eCamera = find(world, ::classname, "trigger_camera");
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if (eCamera) {
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pl.origin = eCamera.origin;
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if (eCamera.target) {
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eTarget = find(world, ::targetname, eCamera.target);
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if (eTarget) {
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pl.angles = vectoangles(eTarget.origin - eCamera.origin);
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//pl.angles[0] *= -1;
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}
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}
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} else {
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/* can't find a camera? CS chooses to pick a spawnpoint instead */
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eCamera = find (world, ::classname, "info_player_start");
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if (eCamera) {
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pl.origin = eCamera.origin;
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pl.angles = eCamera.angles;
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}
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}
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Client_FixAngle(pl, pl.angles);
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}
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/*
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=================
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Spawn_PlayerRange
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Returns how close the closest player is to any given spot.
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=================
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*/
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float Spawn_PlayerRange(entity spot) {
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entity pl;
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float bestdist;
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float dist;
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bestdist = 9999999;
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for (pl = world; (pl = find(pl, classname, "player"));) {
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if (pl->health <= 0) {
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continue;
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}
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dist = vlen(spot.origin - pl.origin);
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if (dist < bestdist) {
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bestdist = dist;
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}
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}
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return bestdist;
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}
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/*
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=================
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Spawn_SelectRandom
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Return a point in the map that's both 'random' and also not too close to any
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living player.
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=================
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*/
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entity Spawn_SelectRandom(string cname)
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{
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static entity lastspot;
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entity spot = lastspot;
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for (int i = random(1, 5); i > 0; i--) {
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spot = find(spot, classname, cname);
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}
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if (spot == __NULL__) {
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spot = find(spot, classname, cname);
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}
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entity firstspot = spot;
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do {
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if (spot) {
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if (Spawn_PlayerRange(spot) > 128) {
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if (spot.origin == [0,0,0]) {
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spot = find(spot, classname, cname);
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continue;
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}
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lastspot = spot;
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return spot;
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}
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}
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spot = find(spot, classname, cname);
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} while (spot != firstspot);
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if (!spot) {
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lastspot = spot;
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return spot;
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}
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/* still not found any */
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if (spot == __NULL__) {
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error(sprintf("Spawn_SelectRandom: no %s on level", cname));
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return (__NULL__);
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}
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lastspot = spot;
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return spot;
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}
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