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Add an option to apply campcheck rules to players who are typing (off by default)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / campcheck / sv_campcheck.qc
1 #include "sv_campcheck.qh"
2
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;
8
9 REGISTER_MUTATOR(campcheck, expr_evaluate(autocvar_g_campcheck));
10
11 .float campcheck_nextcheck;
12 .float campcheck_traveled_distance;
13
14 .vector campcheck_prevorigin;
15
16 MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
17 {
18         entity frag_target = M_ARGV(2, entity);
19
20         Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
21 }
22
23 MUTATOR_HOOKFUNCTION(campcheck, Damage_Calculate)
24 {
25         entity frag_attacker = M_ARGV(1, entity);
26         entity frag_target = M_ARGV(2, entity);
27
28         if(IS_PLAYER(frag_target))
29         if(IS_PLAYER(frag_attacker))
30         if(frag_attacker != frag_target)
31         {
32                 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
33                 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
34         }
35 }
36
37 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
38 {
39         entity player = M_ARGV(0, entity);
40         bool checked = false;
41
42         if(autocvar_g_campcheck_interval)
43         if(!game_stopped && !warmup_stage && time >= game_starttime)
44         if(IS_PLAYER(player))
45         if(!IS_DEAD(player))
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))
50         {
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));
54
55                 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
56                 {
57                         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
58                         player.campcheck_traveled_distance = 0;
59                 }
60
61                 if(time > player.campcheck_nextcheck)
62                 {
63                         if(player.campcheck_traveled_distance < autocvar_g_campcheck_distance)
64                         {
65                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK);
66                                 if(player.vehicle)
67                                         Damage(player.vehicle, NULL, NULL, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, DMG_NOWEP, player.vehicle.origin, '0 0 0');
68                                 else
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');
70                         }
71                         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
72                         player.campcheck_traveled_distance = 0;
73                 }
74
75                 checked = true;
76         }
77
78         if(!checked)
79                 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
80
81         player.campcheck_prevorigin = player.origin;
82 }
83
84 MUTATOR_HOOKFUNCTION(campcheck, CopyBody)
85 {
86         entity player = M_ARGV(0, entity);
87         entity clone = M_ARGV(1, entity);
88
89         clone.campcheck_prevorigin = player.campcheck_prevorigin;
90 }
91
92 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
93 {
94         entity player = M_ARGV(0, entity);
95
96         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
97         player.campcheck_traveled_distance = 0;
98 }
99
100 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
101 {
102         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":CampCheck");
103 }