コード例 #1
0
        //checks if the spot is clear of players
        public static bool IsSpawnPointValid(BaseEntity pPlayer, BaseEntity pSpot)
        {
            if (!pSpot.IsTriggered(pPlayer))
            {
                return(false);
            }

            for (BaseEntity ent = null; (ent = EntUtils.FindEntityInSphere(ent, pSpot.Origin, 128)) != null;)
            {
                // if ent is a client, don't spawn on 'em
                if (ent.IsPlayer() && ent != pPlayer)
                {
                    return(false);
                }
            }

            return(true);
        }
コード例 #2
0
        private static BaseEntity EntDetermineSpawnPoint(BaseEntity pPlayer)
        {
            BaseEntity pSpot;

            // choose a info_player_deathmatch point
            if (Engine.GameRules.IsCoOp())
            {
                pSpot = EntUtils.FindEntityByClassName(g_pLastSpawn, "info_player_coop");
                if (pSpot != null)
                {
                    return(pSpot);
                }

                pSpot = EntUtils.FindEntityByClassName(g_pLastSpawn, "info_player_start");
                if (pSpot != null)
                {
                    return(pSpot);
                }
            }
            else if (Engine.GameRules.IsDeathmatch())
            {
                pSpot = g_pLastSpawn;
                // Randomize the start spot
                for (var i = EngineRandom.Long(1, 5); i > 0; i--)
                {
                    pSpot = EntUtils.FindEntityByClassName(pSpot, "info_player_deathmatch");
                }

                if (pSpot == null)  // skip over the null point
                {
                    pSpot = EntUtils.FindEntityByClassName(pSpot, "info_player_deathmatch");
                }

                var pFirstSpot = pSpot;

                do
                {
                    if (pSpot != null)
                    {
                        // check if pSpot is valid
                        if (IsSpawnPointValid(pPlayer, pSpot))
                        {
                            if (pSpot.Origin == WorldConstants.g_vecZero)
                            {
                                pSpot = EntUtils.FindEntityByClassName(pSpot, "info_player_deathmatch");
                                continue;
                            }

                            // if so, go to pSpot
                            return(pSpot);
                        }
                    }
                    // increment pSpot
                    pSpot = EntUtils.FindEntityByClassName(pSpot, "info_player_deathmatch");
                } while (pSpot != pFirstSpot); // loop if we're not back to the start

                // we haven't found a place to spawn yet,  so kill any guy at the first spawn point and spawn there
                if (pSpot != null)
                {
                    for (BaseEntity ent = null; (ent = EntUtils.FindEntityInSphere(ent, pSpot.Origin, 128)) != null;)
                    {
                        // if ent is a client, kill em (unless they are ourselves)
                        if (ent.IsPlayer() && ent != pPlayer)
                        {
                            ent.TakeDamage(World.WorldInstance, World.WorldInstance, 300, DamageTypes.Generic);
                        }
                    }
                    return(pSpot);
                }
            }

            // If startspot is set, (re)spawn there.
            if (string.IsNullOrEmpty(Engine.Globals.StartSpot))
            {
                pSpot = EntUtils.FindEntityByClassName(null, "info_player_start");
                if (pSpot != null)
                {
                    return(pSpot);
                }
            }
            else
            {
                pSpot = EntUtils.FindEntityByTargetName(null, Engine.Globals.StartSpot);
                if (pSpot != null)
                {
                    return(pSpot);
                }
            }

            Log.Alert(AlertType.Error, "PutClientInServer: no info_player_start on level");
            return(null);
        }