4 #include "../campaign.qh"
6 .float campcheck_nextcheck;
7 .float campcheck_traveled_distance;
9 MUTATOR_HOOKFUNCTION(campcheck_PlayerDies)
11 Kill_Notification(NOTIF_ONE, self, MSG_CENTER_CPID, CPID_CAMPCHECK);
16 MUTATOR_HOOKFUNCTION(campcheck_PlayerDamage)
18 if(IS_PLAYER(frag_target))
19 if(IS_PLAYER(frag_attacker))
20 if(frag_attacker != frag_target)
22 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
23 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
29 MUTATOR_HOOKFUNCTION(campcheck_PlayerThink)
32 if(!warmup_stage) // don't consider it camping during warmup?
33 if(time >= game_starttime)
35 if(IS_REAL_CLIENT(self)) // bots may camp, but that's no reason to constantly kill them
36 if(self.deadflag == DEAD_NO)
39 if(autocvar_g_campcheck_interval)
43 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
44 dist = self.prevorigin - self.origin;
46 self.campcheck_traveled_distance += fabs(vlen(dist));
48 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
50 self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
51 self.campcheck_traveled_distance = 0;
54 if(time > self.campcheck_nextcheck)
56 if(self.campcheck_traveled_distance < autocvar_g_campcheck_distance)
58 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_CAMPCHECK);
60 Damage(self.vehicle, self, self, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, self.vehicle.origin, '0 0 0');
62 Damage(self, self, self, 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');
64 self.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
65 self.campcheck_traveled_distance = 0;
71 self.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
75 MUTATOR_HOOKFUNCTION(campcheck_PlayerSpawn)
77 self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
78 self.campcheck_traveled_distance = 0;
83 MUTATOR_HOOKFUNCTION(campcheck_BuildMutatorsString)
85 ret_string = strcat(ret_string, ":CampCheck");
89 MUTATOR_DEFINITION(mutator_campcheck)
91 MUTATOR_HOOK(PlayerDies, campcheck_PlayerDies, CBC_ORDER_ANY);
92 MUTATOR_HOOK(PlayerDamage_Calculate, campcheck_PlayerDamage, CBC_ORDER_ANY);
93 MUTATOR_HOOK(PlayerPreThink, campcheck_PlayerThink, CBC_ORDER_ANY);
94 MUTATOR_HOOK(PlayerSpawn, campcheck_PlayerSpawn, CBC_ORDER_ANY);
95 MUTATOR_HOOK(BuildMutatorsString, campcheck_BuildMutatorsString, CBC_ORDER_ANY);