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path: root/Northstar.CustomServers/mod/scripts/vscripts/mp
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Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut48
1 files changed, 19 insertions, 29 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
index 4956375b..d64e3a5b 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
@@ -130,7 +130,7 @@ entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnp
{
int team = player.GetTeam()
if ( HasSwitchedSides() )
- team = GetOtherTeam( team )
+ team = ( team == TEAM_MILITIA ) ? TEAM_IMC : TEAM_MILITIA
array<entity> spawnpoints
if ( useStartSpawnpoint )
@@ -181,29 +181,19 @@ entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints )
foreach ( entity spawnpoint in spawnpoints )
{
if ( IsSpawnpointValid( spawnpoint, player.GetTeam() ) )
- {
validSpawns.append( spawnpoint )
-
- if ( validSpawns.len() == 3 ) // arbitrary small sample size
- break
- }
}
- if ( validSpawns.len() == 0 )
+ if ( !validSpawns.len() )
{
// no valid spawns, very bad, so dont care about spawns being valid anymore
print( "found no valid spawns! spawns may be subpar!" )
foreach ( entity spawnpoint in spawnpoints )
- {
validSpawns.append( spawnpoint )
-
- if ( validSpawns.len() == 3 ) // arbitrary small sample size
- break
- }
}
// last resort
- if ( validSpawns.len() == 0 )
+ if ( !validSpawns.len() )
{
print( "map has literally 0 spawnpoints, as such everything is fucked probably, attempting to use info_player_start if present" )
entity start = GetEnt( "info_player_start" )
@@ -215,7 +205,7 @@ entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints )
}
}
- return validSpawns[ RandomInt( validSpawns.len() ) ] // slightly randomize it
+ return validSpawns.getrandom() // slightly randomize it
}
bool function IsSpawnpointValid( entity spawnpoint, int team )
@@ -232,15 +222,18 @@ bool function IsSpawnpointValid( entity spawnpoint, int team )
return false
}
+ if( IsFFAGame() && !spawnpoint.IsVisibleToEnemies( team ) )
+ return true
+
int compareTeam = spawnpoint.GetTeam()
- if ( HasSwitchedSides() && ( compareTeam == TEAM_MILITIA || compareTeam == TEAM_IMC ) )
- compareTeam = GetOtherTeam( compareTeam )
-
+ if ( HasSwitchedSides() )
+ compareTeam = ( compareTeam == TEAM_MILITIA ) ? TEAM_IMC : TEAM_MILITIA
+
foreach ( bool functionref( entity, int ) customValidationRule in file.customSpawnpointValidationRules )
if ( !customValidationRule( spawnpoint, team ) )
return false
- if ( spawnpoint.GetTeam() > 0 && compareTeam != team && !IsFFAGame() )
+ if ( spawnpoint.GetTeam() > 0 && compareTeam != team )
return false
if ( spawnpoint.IsOccupied() )
@@ -261,13 +254,12 @@ bool function IsSpawnpointValid( entity spawnpoint, int team )
return false
}
- const minEnemyDist = 1000.0 // about 20 meters?
- // in rsquirrel extend returns null unlike in vanilla squirrel
- array< entity > spawnBlockers = GetPlayerArrayEx( "any", TEAM_ANY, TEAM_ANY, spawnpoint.GetOrigin(), minEnemyDist )
- spawnBlockers.extend( GetProjectileArrayEx( "any", TEAM_ANY, TEAM_ANY, spawnpoint.GetOrigin(), minEnemyDist ) )
- foreach ( entity blocker in spawnBlockers )
- if ( blocker.GetTeam() != team )
- return false
+ const minEnemyDist = 1200.0
+ array< entity > spawnBlockers = GetPlayerArrayEx( "any", TEAM_ANY, spawnpoint.GetTeam(), spawnpoint.GetOrigin(), minEnemyDist )
+ spawnBlockers.extend( GetProjectileArrayEx( "any", TEAM_ANY, spawnpoint.GetTeam(), spawnpoint.GetOrigin(), minEnemyDist ) )
+ spawnBlockers.extend( GetNPCArrayEx( "any", TEAM_ANY, spawnpoint.GetTeam(), spawnpoint.GetOrigin(), minEnemyDist ) )
+ if ( spawnBlockers.len() )
+ return false
// los check
return !spawnpoint.IsVisibleToEnemies( team )
@@ -399,11 +391,9 @@ void function InitPreferSpawnNodes()
// frontline
void function RateSpawnpoints_Frontline( int checkClass, array<entity> spawnpoints, int team, entity player )
{
+ float rating = RandomFloatRange( 0.0, 100.0 )
foreach ( entity spawnpoint in spawnpoints )
- {
- float rating = spawnpoint.CalculateFrontlineRating()
- spawnpoint.CalculateRating( checkClass, player.GetTeam(), rating, rating > 0 ? rating * 0.25 : rating )
- }
+ spawnpoint.CalculateRating( checkClass, player.GetTeam(), rating, rating )
}
// spawnzones