2 float autocvar_g_campcheck_damage;
3 float autocvar_g_campcheck_distance;
4 float autocvar_g_campcheck_interval;
6 REGISTER_MUTATOR(campcheck, cvar("g_campcheck"));
8 .float campcheck_nextcheck;
9 .float campcheck_traveled_distance;
11 MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
13 Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
17 MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate)
19 entity frag_attacker = M_ARGV(1, entity);
20 entity frag_target = M_ARGV(2, entity);
22 if(IS_PLAYER(frag_target))
23 if(IS_PLAYER(frag_attacker))
24 if(frag_attacker != frag_target)
26 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
27 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
33 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
36 if(!warmup_stage) // don't consider it camping during warmup?
37 if(time >= game_starttime)
39 if(IS_REAL_CLIENT(self)) // bots may camp, but that's no reason to constantly kill them
41 if(!STAT(FROZEN, self))
42 if(!PHYS_INPUT_BUTTON_CHAT(self))
43 if(autocvar_g_campcheck_interval)
47 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
48 dist = self.prevorigin - self.origin;
50 self.campcheck_traveled_distance += fabs(vlen(dist));
52 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
54 self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
55 self.campcheck_traveled_distance = 0;
58 if(time > self.campcheck_nextcheck)
60 if(self.campcheck_traveled_distance < autocvar_g_campcheck_distance)
62 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_CAMPCHECK);
64 Damage(self.vehicle, world, world, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, self.vehicle.origin, '0 0 0');
66 Damage(self, world, world, bound(0, autocvar_g_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP.m_id, self.origin, '0 0 0');
68 self.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
69 self.campcheck_traveled_distance = 0;
75 self.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
79 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
81 entity player = M_ARGV(0, entity);
83 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
84 player.campcheck_traveled_distance = 0;
87 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
89 ret_string = strcat(ret_string, ":CampCheck");