1 #include "sv_campcheck.qh"
3 float autocvar_g_campcheck_damage;
4 float autocvar_g_campcheck_distance;
5 float autocvar_g_campcheck_interval;
7 REGISTER_MUTATOR(campcheck, cvar("g_campcheck"));
9 .float campcheck_nextcheck;
10 .float campcheck_traveled_distance;
12 .vector campcheck_prevorigin;
14 MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
16 entity frag_target = M_ARGV(2, entity);
18 Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
21 MUTATOR_HOOKFUNCTION(campcheck, Damage_Calculate)
23 entity frag_attacker = M_ARGV(1, entity);
24 entity frag_target = M_ARGV(2, entity);
26 if(IS_PLAYER(frag_target))
27 if(IS_PLAYER(frag_attacker))
28 if(frag_attacker != frag_target)
30 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
31 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
35 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
37 entity player = M_ARGV(0, entity);
40 if(autocvar_g_campcheck_interval)
41 if(!game_stopped && !warmup_stage && time >= game_starttime)
44 if(!STAT(FROZEN, player))
45 if(!PHYS_INPUT_BUTTON_CHAT(player))
46 if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
47 if(!forbidWeaponUse(player))
49 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
50 vector dist = vec2(player.campcheck_prevorigin - player.origin);
51 player.campcheck_traveled_distance += fabs(vlen(dist));
53 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
55 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
56 player.campcheck_traveled_distance = 0;
59 if(time > player.campcheck_nextcheck)
61 if(player.campcheck_traveled_distance < autocvar_g_campcheck_distance)
63 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK);
65 Damage(player.vehicle, NULL, NULL, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, player.vehicle.origin, '0 0 0');
67 Damage(player, NULL, NULL, bound(0, autocvar_g_campcheck_damage, GetResourceAmount(player, RESOURCE_HEALTH) + GetResourceAmount(player, RESOURCE_ARMOR) * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP.m_id, player.origin, '0 0 0');
69 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
70 player.campcheck_traveled_distance = 0;
77 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
79 player.campcheck_prevorigin = player.origin;
82 MUTATOR_HOOKFUNCTION(campcheck, CopyBody)
84 entity player = M_ARGV(0, entity);
85 entity clone = M_ARGV(1, entity);
87 clone.campcheck_prevorigin = player.campcheck_prevorigin;
90 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
92 entity player = M_ARGV(0, entity);
94 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
95 player.campcheck_traveled_distance = 0;
98 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
100 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":CampCheck");