float autocvar_g_campcheck_damage;
float autocvar_g_campcheck_distance;
float autocvar_g_campcheck_interval;
+bool autocvar_g_campcheck_typecheck;
REGISTER_MUTATOR(campcheck, expr_evaluate(autocvar_g_campcheck));
if(IS_PLAYER(player))
if(!IS_DEAD(player))
if(!STAT(FROZEN, player))
- if(!PHYS_INPUT_BUTTON_CHAT(player))
+ if(autocvar_g_campcheck_typecheck || !PHYS_INPUT_BUTTON_CHAT(player))
if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
- if(!forbidWeaponUse(player))
+ if(!weaponLocked(player))
{
// calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
vector dist = vec2(player.campcheck_prevorigin - player.origin);