further spawning and removed kamakazi

This commit is contained in:
Bryce Hutchings 2002-05-27 06:50:01 +00:00
parent 723640851e
commit 0eb4971d6f

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.79 2002/05/27 06:50:01 niceass
// further spawning and removed kamakazi
//
// Revision 1.78 2002/05/25 16:31:18 blaze
// moved breakable stuff over to config strings
//
@ -383,7 +386,29 @@ gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, ve
numSpots++;
}
}
if (!numSpots) {
/* NICEASS WAY:
gentity_t *spot;
vec3_t delta;
float dist, furthestDist;
gentity_t *furthestSpot;
furthestDist = 0;
furthestSpot = NULL;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
VectorSubtract( spot->s.origin, from, delta );
dist = VectorLength( delta );
if ( dist > furthestDist ) {
furthestDist = dist;
furthestSpot = spot;
}
}
if (!furthestSpot) {
spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch");
if (!spot)
G_Error( "Couldn't find a spawn point" );
@ -392,9 +417,14 @@ gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, ve
VectorCopy (spot->s.angles, angles);
return spot;
}
else {
return furthestSpot;
}
*/
// select a random spot from the spawn points furthest away
rnd = random() * (numSpots / 2);
rnd = random() * (numSpots / 3); // NiceAss: divided by 2 changed to 3 to cut down on close spawns
VectorCopy (list_spot[rnd]->s.origin, origin);
origin[2] += 9;
@ -584,24 +614,6 @@ void CopyToBodyQue( gentity_t *ent ) {
body->s = ent->s;
body->s.eFlags = EF_DEAD; // clear EF_TALK, etc
#ifdef MISSIONPACK
if ( ent->s.eFlags & EF_KAMIKAZE ) {
body->s.eFlags |= EF_KAMIKAZE;
// check if there is a kamikaze timer around for this owner
for (i = 0; i < MAX_GENTITIES; i++) {
e = &g_entities[i];
if (!e->inuse)
continue;
if (e->activator != ent)
continue;
if (strcmp(e->classname, "kamikaze timer"))
continue;
e->activator = body;
break;
}
}
#endif
body->s.powerups = 0; // clear powerups
body->s.loopSound = 0; // clear lava burning
body->s.number = body - g_entities;
@ -1555,9 +1567,6 @@ void ClientSpawn(gentity_t *ent) {
}
client->pers.teamState.state = TEAM_ACTIVE;
// always clear the kamikaze flag
ent->s.eFlags &= ~EF_KAMIKAZE;
// toggle the teleport bit so the client knows to not lerp
// and never clear the voted flag
flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);