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Rebalance Spawnpoints #26
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I at least want to discuss these points - we can VC or something if you'd like 👍
Let's shoot to reach an agreement on these so we can merge some time tomorrow 💯
function CFC_SpawnPoints.IsFriendly( spawnPoint, ply ) | ||
if not CPPI then | ||
if spawnPoint:GetCreatingPlayer() == ply then return true end | ||
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return false, "You can only link to your own Spawn Points." | ||
end | ||
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local owner = spawnPoint:CPPIGetOwner() | ||
if ply == owner then return true end | ||
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local friends = owner.CPPIGetFriends and owner:CPPIGetFriends() | ||
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if not friends or friends == CPPI.CPPI_DEFER or friends == CPPI.CPPI_NOTIMPLEMENTED then | ||
return false, "You can only link to your own Spawn Points." | ||
end | ||
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if table.HasValue( friends, ply ) then return true end | ||
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return false, "You are not buddied with the Spawn Point's owner." | ||
end |
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Would probably be good to have a hook in here somewhere too (squad addons or something)
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In the readme, it's noted that this function is meant to be overridden as needed, and cfc_pvp already does this. I personally think spawnpoint friendliness needs too specific of a check to make sense with hooks, but I can change it if you have a good idea on how to handle it.
Does some assorted cleanup to match current CFC coding standards (and fix minor bugs), adds some audiovisual polish for player interaction, and makes the following balance changes:
sbox_maxsent_spawnpoint
)cfc_spawnpoints_cooldown_on_ply_spawn
)cfc_spawnpoints_cooldown_on_point_spawn
)(
cfc_spawnpoints_removal_window
)The goal is to make it considerably harder for someone to maintain a permanent spawn point by repeatedly creating and linking to one (or pre-spawned backups) between deaths. Now defenders must actually defeat any immediate threats before they can reclaim their spawn if it gets destroyed while they are still alive.