]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mutators/mutator/campcheck/sv_campcheck.qc
Merge branch 'TimePath/spawnfuncs' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / campcheck / sv_campcheck.qc
1 #include "sv_campcheck.qh"
2
3 float autocvar_g_campcheck_damage;
4 float autocvar_g_campcheck_distance;
5 float autocvar_g_campcheck_interval;
6
7 REGISTER_MUTATOR(campcheck, cvar("g_campcheck"));
8
9 .float campcheck_nextcheck;
10 .float campcheck_traveled_distance;
11
12 .vector campcheck_prevorigin;
13
14 MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
15 {
16         entity frag_target = M_ARGV(2, entity);
17
18         Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
19 }
20
21 MUTATOR_HOOKFUNCTION(campcheck, Damage_Calculate)
22 {
23         entity frag_attacker = M_ARGV(1, entity);
24         entity frag_target = M_ARGV(2, entity);
25
26         if(IS_PLAYER(frag_target))
27         if(IS_PLAYER(frag_attacker))
28         if(frag_attacker != frag_target)
29         {
30                 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
31                 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
32         }
33 }
34
35 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
36 {
37         entity player = M_ARGV(0, entity);
38         bool checked = false;
39
40         if(autocvar_g_campcheck_interval)
41         if(!game_stopped && !warmup_stage && time >= game_starttime)
42         if(IS_PLAYER(player))
43         if(!IS_DEAD(player))
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))
48         {
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));
52
53                 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
54                 {
55                         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
56                         player.campcheck_traveled_distance = 0;
57                 }
58
59                 if(time > player.campcheck_nextcheck)
60                 {
61                         if(player.campcheck_traveled_distance < autocvar_g_campcheck_distance)
62                         {
63                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK);
64                                 if(player.vehicle)
65                                         Damage(player.vehicle, NULL, NULL, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, player.vehicle.origin, '0 0 0');
66                                 else
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');
68                         }
69                         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
70                         player.campcheck_traveled_distance = 0;
71                 }
72
73                 checked = true;
74         }
75
76         if(!checked)
77                 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
78
79         player.campcheck_prevorigin = player.origin;
80 }
81
82 MUTATOR_HOOKFUNCTION(campcheck, CopyBody)
83 {
84         entity player = M_ARGV(0, entity);
85         entity clone = M_ARGV(1, entity);
86
87         clone.campcheck_prevorigin = player.campcheck_prevorigin;
88 }
89
90 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
91 {
92         entity player = M_ARGV(0, entity);
93
94         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
95         player.campcheck_traveled_distance = 0;
96 }
97
98 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
99 {
100         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":CampCheck");
101 }