float CGameRulesRSSpawning::GetScoreFromProximityToEnemiesNoTeams( SUsefulSpawnData& spawnData, const Vec3& potentialSpawnPosition )
{
	SpawnLogAlways("[SPAWN] > GetScoreFromProximityToEnemiesNoTeams()");
	float fScoreFromEnemies = 0.0f;

	CGameRules::TPlayers players;
	g_pGame->GetGameRules()->GetPlayers(players);

	if(players.size() > 1)
	{
		const float fScoreOnTopOfEnemy = 200.0f;
		const float fMultiplierForEnemyDistance = 1.7f;
		const float fDistanceScoreMultiplier = 200.0f;
		int i = -1;

		for(CGameRules::TPlayers::iterator it=players.begin();it!=players.end();++it)
		{
			i++;

			if(*it == spawnData.playerId)
				continue;

			const IEntity *pOther = gEnv->pEntitySystem->GetEntity(*it);
			Vec3  vDiffToEnemy			 = (pOther->GetWorldPos() - potentialSpawnPosition);
			vDiffToEnemy.z					+= max(2.0f * vDiffToEnemy.z, 6.0f);
			float fDistanceFromEnemy = vDiffToEnemy.len();
			
			float fDistanceScoreFraction = __fres(max(fDistanceFromEnemy - 4.f, 0.001f));

			float fScoreForThisEnemy = max(fScoreOnTopOfEnemy - (fDistanceFromEnemy * fMultiplierForEnemyDistance), 0.0f) + (fDistanceScoreFraction * fDistanceScoreMultiplier);

			SpawnLogAlways("[SPAWN] >>> Score from Enemy %d is %.6f at distance %.1f", i, fScoreForThisEnemy, fDistanceFromEnemy);

			fScoreFromEnemies = max(fScoreForThisEnemy, fScoreFromEnemies);
		}

		SpawnLogAlways("[SPAWN] >> Total Score from Enemies: %.6f", fScoreFromEnemies);
	}

	return fScoreFromEnemies;
}
//-------------------------------------------------------------------------
void CGameRulesStandardState::ChangeState( EGR_GameState newState )
{
	if (gEnv->bServer)
	{
		if (newState == EGRS_InGame)
		{
			CCCPOINT(GameRulesStandardState_EnterInGame);

#if !defined(_RELEASE) || defined(PERFORMANCE_BUILD)
			if (m_state != EGRS_InGame)
			{
				if (g_pGameCVars->g_gameRules_startCmd[0] != '\0')
				{
					gEnv->pConsole->ExecuteString(g_pGameCVars->g_gameRules_startCmd, false, true);
				}
			}
#endif // #if !defined(_RELEASE) || defined(PERFORMANCE_BUILD)

			m_pGameRules->ResetGameTime();
			IGameRulesStatsRecording	*st=m_pGameRules->GetStatsRecordingModule();
			if (st)
			{
				st->OnInGameBegin();
			}
		}
		else if (newState == EGRS_PostGame)
		{
			m_timeInPostGame = 0.0f;
			IGameRulesStatsRecording	*st=m_pGameRules->GetStatsRecordingModule();
			if (st)
			{
				st->OnPostGameBegin();
			}
#if defined(DEDICATED_SERVER) 
      if ( gEnv->bMultiplayer )
      {
        // Stop cvar probes.
        CGameRules::TPlayers players;
        m_pGameRules->GetPlayers(players);
        const int numPlayers = players.size();
        for (int i = 0; i < numPlayers; ++ i)
        {
          const EntityId playerId = players[i];
          IActor * pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(playerId);
          if ( pActor )
          {

            IGameObject * pGameObject = NULL;
            INetChannel * pNetChannel = NULL;
            IDefenceContext * pDefenceContext = NULL;

            if ( (pGameObject = pActor->GetGameObject()) )
            {
              if ( (pNetChannel = pGameObject->GetNetChannel()) )
              {
                if ( (pDefenceContext = pNetChannel->GetDefenceContext()) )
                {
                  pDefenceContext->EndCvarRequests();
                }
              }
            }
          }
        }
      }
#endif

			CGameLobby *pGameLobby = g_pGame->GetGameLobby();
			if (pGameLobby)
			{
				CryLog("[GameRules] GameFinished, telling clients");
				pGameLobby->SvFinishedGame(0.0f);
			}
		}
	}

	const bool bIsClient = gEnv->IsClient();
	if (bIsClient)
	{
		if (newState == EGRS_PostGame)
		{
			m_timeInPostGame = 0.0f;

			EnterPostGameState(ePGS_Starting);
		}
		else if (newState == EGRS_InGame)
		{
			CHUDEventDispatcher::CallEvent( SHUDEvent(eHUDEvent_OnGameStart) );
		}
		else if (newState == EGRS_Reset)
		{
			m_introMessageShown = false;
		}

		ClientChangeStateFeedback(newState);
	}

	m_state = newState;

	OnStateEntered_NotifyListeners(); 

	if (newState == EGRS_PostGame)
	{
		m_pGameRules->FreezeInput(true);
		g_pGame->GetUI()->ActivateDefaultState();	// must be after settings newState to pick endgame
	
		OnGameEnd_NotifyListeners();
	}
	else if (newState == EGRS_InGame)
	{
		OnGameStart_NotifyListeners();

		if (bIsClient && g_pGameCVars->g_gameRules_preGame_StartSpawnedFrozen)
		{
			g_pGameActions->FilterMPPreGameFreeze()->Enable(false);
			g_pGame->GetUI()->ActivateDefaultState();	// must be after settings newState
		}

		// Have to explicitly call the spawning module, can't use the listener since that would make the modules
		// dependent on the initialisation order - which comes from xml
		IGameRulesSpawningModule *pSpawningModule = m_pGameRules->GetSpawningModule();
		if (pSpawningModule)
		{
			pSpawningModule->OnInGameBegin();
		}
	}

	if (gEnv->bServer)
	{
		CHANGED_NETWORK_STATE(m_pGameRules, STANDARD_STATE_ASPECT);

		if (m_state == EGRS_InGame)
		{
			// Revive players - has to be done after setting m_state since we don't revive players in PreGame
			IGameRulesSpawningModule *pSpawningModule = m_pGameRules->GetSpawningModule();
			if (pSpawningModule)
			{
				const bool bOnlyIfDead = (g_pGameCVars->g_gameRules_preGame_StartSpawnedFrozen!=0);
				pSpawningModule->ReviveAllPlayers(false, bOnlyIfDead);
			}
		}
	}
}