game-source/ctf/qwsrc/telefrag.qc

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*
**
** _telefrg.qc (Telefrag Code, 1.1)
**
** Copyright (C) 1996 Johannes Plass
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
**
** Author: Johannes Plass (plass@dipmza.physik.uni-mainz.de)
**
** --
** Sniped by Zoid for ThreeWave Mods, GPL respected
**
*/
entity() SelectSpawnPoint;
entity(entity spot) TelefragSelectSpawnPoint =
{
local entity e, firstspot;
local float search_spot;
search_spot = 25;
firstspot = spot;
while (search_spot) {
e = findradius(spot.origin, 50);
if (!e)
search_spot = 0;
else {
local float occupied;
occupied = 0;
while (!occupied && !(!e)) {
if (e.classname == "player" && e.deadflag == DEAD_NO)
occupied = 1;
else
e = e.chain;
}
if (occupied) {
spot = SelectSpawnPoint();
search_spot = search_spot - 1;
if (spot == firstspot)
search_spot = 0;
} else
search_spot = 0;
}
}
return (spot);
};