diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut | 15 |
1 files changed, 9 insertions, 6 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut index dad94f67..09caa48d 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut @@ -71,21 +71,24 @@ void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, in // get average startspawn position and max dist between spawns // could probably cache this, tbh, not like it should change outside of halftimes vector averageFriendlySpawns - float maxFriendlySpawnDist + float averageFriendlySpawnDist + + int averageDistCount foreach ( entity spawn in startSpawns ) { foreach ( entity otherSpawn in startSpawns ) { float dist = Distance2D( spawn.GetOrigin(), otherSpawn.GetOrigin() ) - if ( dist > maxFriendlySpawnDist ) - maxFriendlySpawnDist = dist + averageFriendlySpawnDist += dist + averageDistCount++ } averageFriendlySpawns += spawn.GetOrigin() } averageFriendlySpawns /= startSpawns.len() + averageFriendlySpawnDist /= averageDistCount // get average enemy startspawn position vector averageEnemySpawns @@ -97,7 +100,7 @@ void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, in // from here, rate spawns float baseDistance = Distance2D( averageFriendlySpawns, averageEnemySpawns ) - float spawnIterations = ( baseDistance / maxFriendlySpawnDist ) / 2 + float spawnIterations = ( baseDistance / averageFriendlySpawnDist ) / 2 foreach ( entity spawn in spawnpoints ) { @@ -108,11 +111,11 @@ void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, in for ( int i = 0; i < spawnIterations; i++ ) { - vector zonePos = averageFriendlySpawns + Normalize( averageEnemySpawns - averageFriendlySpawns ) * ( i * maxFriendlySpawnDist ) + vector zonePos = averageFriendlySpawns + Normalize( averageEnemySpawns - averageFriendlySpawns ) * ( i * averageFriendlySpawnDist ) float zonePower foreach ( entity player in enemyPlayers ) - if ( Distance2D( player.GetOrigin(), zonePos ) < maxFriendlySpawnDist ) + if ( Distance2D( player.GetOrigin(), zonePos ) < averageFriendlySpawnDist ) zonePower += 1.0 / enemyPlayers.len() zonePower = min( zonePower, remainingZonePower ) |