/* =========== SelectCTFSpawnPoint ============ */ gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot ) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint ( teamstate, team ); if (!spot) { return SelectSpawnPoint( vec3_origin, origin, angles, isbot ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; }
/* =========== SelectSiegeSpawnPoint ============ */ gentity_t *SelectSiegeSpawnPoint ( int siegeClass, team_t team, int teamstate, vec3_t origin, vec3_t angles ) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint ( teamstate, team, siegeClass ); if (!spot) { return SelectSpawnPoint( vec3_origin, origin, angles, team ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; }
/* =========== SelectCTFSpawnPoint ============ */ gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, bvec3_t origin, avec3_t angles ) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint ( teamstate, team ); if (!spot) { return SelectSpawnPoint( bvec3_origin, origin, angles ); } VectorCopy (spot->s.origin, origin); origin[2] += BFIXED(9,0); VectorCopy (spot->s.angles, angles); return spot; }
/* * Select a spawn point for a player * @author: Nico */ static gentity_t *SelectPlayerSpawnPoint(team_t team, vec3_t origin, vec3_t angles, int spawnObjective) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint(team, spawnObjective); if (!spot) { return SelectSpawnPoint(vec3_origin, origin, angles); } VectorCopy(spot->s.origin, origin); origin[2] += 9; VectorCopy(spot->s.angles, angles); return spot; }
/* =========== SelectCTFSpawnPoint ============ */ gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint ( teamstate, team ); if (!spot) { G_Printf( S_COLOR_RED "Couldn't find a team spawn point!\n" ); return SelectSpawnPoint( vec3_origin, origin, angles ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; }
/* =========== SelectCTFSpawnPoint ============ */ gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot ) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint ( teamstate, team ); // TODO: don't look for info_player_deathmatch, exit with a meaningful msg instead if (!spot) { return SelectSpawnPoint( vec3_origin, origin, angles, isbot ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; }
/* * SelectCTFSpawnPoint * */ Gentity * SelectCTFSpawnPoint(Team team, int teamstate, Vec3 origin, Vec3 angles, qbool isbot) { Gentity *spot; spot = SelectRandomTeamSpawnPoint (teamstate, team); if(!spot) return SelectSpawnPoint(vec3_origin, origin, angles, isbot); copyv3 (spot->s.origin, origin); origin[2] += 9; copyv3 (spot->s.angles, angles); return spot; }