1 #include "sv_campcheck.qh"
3 string autocvar_g_campcheck;
4 float autocvar_g_campcheck_damage;
5 float autocvar_g_campcheck_distance;
6 float autocvar_g_campcheck_interval;
7 bool autocvar_g_campcheck_typecheck;
9 REGISTER_MUTATOR(campcheck, expr_evaluate(autocvar_g_campcheck));
11 .float campcheck_nextcheck;
12 .float campcheck_traveled_distance;
14 .vector campcheck_prevorigin;
16 MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
18 entity frag_target = M_ARGV(2, entity);
20 Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
23 MUTATOR_HOOKFUNCTION(campcheck, Damage_Calculate)
25 entity frag_attacker = M_ARGV(1, entity);
26 entity frag_target = M_ARGV(2, entity);
28 if(IS_PLAYER(frag_target))
29 if(IS_PLAYER(frag_attacker))
30 if(frag_attacker != frag_target)
32 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
33 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
37 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
39 entity player = M_ARGV(0, entity);
42 if(autocvar_g_campcheck_interval)
43 if(!game_stopped && !warmup_stage && time >= game_starttime)
46 if(!STAT(FROZEN, player))
47 if(autocvar_g_campcheck_typecheck || !PHYS_INPUT_BUTTON_CHAT(player))
48 if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
49 if(!weaponLocked(player))
51 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
52 vector dist = vec2(player.campcheck_prevorigin - player.origin);
53 player.campcheck_traveled_distance += fabs(vlen(dist));
55 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
57 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
58 player.campcheck_traveled_distance = 0;
61 if(time > player.campcheck_nextcheck)
63 if(player.campcheck_traveled_distance < autocvar_g_campcheck_distance)
65 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK);
67 Damage(player.vehicle, NULL, NULL, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, DMG_NOWEP, player.vehicle.origin, '0 0 0');
69 Damage(player, NULL, NULL, bound(0, autocvar_g_campcheck_damage, GetResource(player, RES_HEALTH) + GetResource(player, RES_ARMOR) * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP.m_id, DMG_NOWEP, player.origin, '0 0 0');
71 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
72 player.campcheck_traveled_distance = 0;
79 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
81 player.campcheck_prevorigin = player.origin;
84 MUTATOR_HOOKFUNCTION(campcheck, CopyBody)
86 entity player = M_ARGV(0, entity);
87 entity clone = M_ARGV(1, entity);
89 clone.campcheck_prevorigin = player.campcheck_prevorigin;
92 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
94 entity player = M_ARGV(0, entity);
96 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
97 player.campcheck_traveled_distance = 0;
100 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
102 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":CampCheck");