+ while(numpt < NSPAWNPOS) {
+ float best_dist = -1.0f;
+ for(i=0; i<100; i++) {
+ vec3_t pos = sphrand(1.0f);
+
+ float mindist = FLT_MAX;
+ for(j=0; j<numpt; j++) {
+ float dx = pos.x - spawnpos[i].x;
+ float dy = pos.y - spawnpos[i].y;
+ float dz = pos.z - spawnpos[i].z;
+ float dsq = dx * dx + dy * dy + dz * dz;
+ if(dsq < mindist) {
+ mindist = dsq;
+ }
+ }
+
+ if(mindist > best_dist) {
+ spawnpos[numpt] = pos;
+ best_dist = mindist;
+ }
+ }
+
+ spawndir[numpt] = spawnpos[numpt];
+ ++numpt;