#include "../_all.qh" #include "mutator.qh" #include "../campaign.qh" .float campcheck_nextcheck; .float campcheck_traveled_distance; MUTATOR_HOOKFUNCTION(campcheck_PlayerDies) {SELFPARAM(); Kill_Notification(NOTIF_ONE, self, MSG_CENTER_CPID, CPID_CAMPCHECK); return false; } MUTATOR_HOOKFUNCTION(campcheck_PlayerDamage) { 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; } return false; } MUTATOR_HOOKFUNCTION(campcheck_PlayerThink) {SELFPARAM(); if(!gameover) if(!warmup_stage) // don't consider it camping during warmup? if(time >= game_starttime) if(IS_PLAYER(self)) if(IS_REAL_CLIENT(self)) // bots may camp, but that's no reason to constantly kill them if(self.deadflag == DEAD_NO) if(!self.frozen) if(!self.BUTTON_CHAT) if(autocvar_g_campcheck_interval) { vector dist; // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement) dist = self.prevorigin - self.origin; dist.z = 0; self.campcheck_traveled_distance += fabs(vlen(dist)); if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted())) { self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2; self.campcheck_traveled_distance = 0; } if(time > self.campcheck_nextcheck) { if(self.campcheck_traveled_distance < autocvar_g_campcheck_distance) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_CAMPCHECK); if(self.vehicle) Damage(self.vehicle, self, self, autocvar_g_campcheck_damage * 2, DEATH_CAMP, self.vehicle.origin, '0 0 0'); else Damage(self, self, self, bound(0, autocvar_g_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0'); } self.campcheck_nextcheck = time + autocvar_g_campcheck_interval; self.campcheck_traveled_distance = 0; } return false; } self.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date return false; } MUTATOR_HOOKFUNCTION(campcheck_PlayerSpawn) {SELFPARAM(); self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2; self.campcheck_traveled_distance = 0; return false; } MUTATOR_HOOKFUNCTION(campcheck_BuildMutatorsString) { ret_string = strcat(ret_string, ":CampCheck"); return false; } MUTATOR_DEFINITION(mutator_campcheck) { MUTATOR_HOOK(PlayerDies, campcheck_PlayerDies, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDamage_Calculate, campcheck_PlayerDamage, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerPreThink, campcheck_PlayerThink, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerSpawn, campcheck_PlayerSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(BuildMutatorsString, campcheck_BuildMutatorsString, CBC_ORDER_ANY); return false; }