#include "sv_campcheck.qh" float autocvar_g_campcheck_damage; float autocvar_g_campcheck_distance; float autocvar_g_campcheck_interval; REGISTER_MUTATOR(campcheck, cvar("g_campcheck")); .float campcheck_nextcheck; .float campcheck_traveled_distance; .vector campcheck_prevorigin; MUTATOR_HOOKFUNCTION(campcheck, PlayerDies) { entity frag_target = M_ARGV(2, entity); Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK); } MUTATOR_HOOKFUNCTION(campcheck, Damage_Calculate) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); if(IS_PLAYER(frag_target)) if(IS_PLAYER(frag_attacker)) if(frag_attacker != frag_target) { frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance; frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance; } } MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink) { entity player = M_ARGV(0, entity); bool checked = false; if(autocvar_g_campcheck_interval) if(!game_stopped && !warmup_stage && time >= game_starttime) if(IS_PLAYER(player)) if(!IS_DEAD(player)) if(!STAT(FROZEN, player)) if(!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)) { // 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); player.campcheck_traveled_distance += fabs(vlen(dist)); if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted())) { player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2; player.campcheck_traveled_distance = 0; } if(time > player.campcheck_nextcheck) { if(player.campcheck_traveled_distance < autocvar_g_campcheck_distance) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK); if(player.vehicle) Damage(player.vehicle, NULL, NULL, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, player.vehicle.origin, '0 0 0'); else 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'); } player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; player.campcheck_traveled_distance = 0; } checked = true; } if(!checked) player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date player.campcheck_prevorigin = player.origin; } MUTATOR_HOOKFUNCTION(campcheck, CopyBody) { entity player = M_ARGV(0, entity); entity clone = M_ARGV(1, entity); clone.campcheck_prevorigin = player.campcheck_prevorigin; } MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn) { entity player = M_ARGV(0, entity); player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2; player.campcheck_traveled_distance = 0; } MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ":CampCheck"); }