]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/campcheck/sv_campcheck.qc
Merge branch 'master' into martin-t/limit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / campcheck / sv_campcheck.qc
index 987645aaa0c719a5546ceeb03d47ee9b2901c804..f53d8c356a5bac8c59f0f2e5682c65fb0d5b00cc 100644 (file)
@@ -4,6 +4,7 @@ string autocvar_g_campcheck;
 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));
 
@@ -24,9 +25,7 @@ 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)
+       if(frag_attacker != frag_target && IS_PLAYER(frag_target) && IS_PLAYER(frag_attacker))
        {
                frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
                frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
@@ -40,12 +39,10 @@ MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
 
        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))
+       if(IS_PLAYER(player) && !IS_DEAD(player) && !STAT(FROZEN, player))
+       if(autocvar_g_campcheck_typecheck || !PHYS_INPUT_BUTTON_CHAT(player))
+       if(IS_REAL_CLIENT(player)) // only apply to real clients (bots may "camp" due to missing waypoints in the map, but that's no reason to constantly kill them, clones can't move)
+       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);
@@ -63,9 +60,9 @@ MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
                        {
                                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');
+                                       Damage(player.vehicle, NULL, NULL, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, DMG_NOWEP, 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');
+                                       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');
                        }
                        player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
                        player.campcheck_traveled_distance = 0;