Minor cleanup to campcheck code
authorMario <mario.mario@y7mail.com>
Tue, 24 Mar 2020 12:47:46 +0000 (22:47 +1000)
committerMario <mario.mario@y7mail.com>
Tue, 24 Mar 2020 12:47:46 +0000 (22:47 +1000)
qcsrc/common/mutators/mutator/campcheck/sv_campcheck.qc

index 55f74ca..f53d8c3 100644 (file)
@@ -25,9 +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;
@@ -41,11 +39,9 @@ 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(IS_PLAYER(player) && !IS_DEAD(player) && !STAT(FROZEN, player))
        if(autocvar_g_campcheck_typecheck || !PHYS_INPUT_BUTTON_CHAT(player))
-       if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
+       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)