1 #include "sv_campcheck.qh"
3 string autocvar_g_campcheck;
4 float autocvar_g_campcheck_damage;
5 float autocvar_g_campcheck_distance;
6 float autocvar_g_campcheck_interval;
8 REGISTER_MUTATOR(campcheck, expr_evaluate(autocvar_g_campcheck));
10 .float campcheck_nextcheck;
11 .float campcheck_traveled_distance;
13 .vector campcheck_prevorigin;
15 MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
17 entity frag_target = M_ARGV(2, entity);
19 Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
22 MUTATOR_HOOKFUNCTION(campcheck, Damage_Calculate)
24 entity frag_attacker = M_ARGV(1, entity);
25 entity frag_target = M_ARGV(2, entity);
27 if(IS_PLAYER(frag_target))
28 if(IS_PLAYER(frag_attacker))
29 if(frag_attacker != frag_target)
31 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
32 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
36 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
38 entity player = M_ARGV(0, entity);
41 if(autocvar_g_campcheck_interval)
42 if(!game_stopped && !warmup_stage && time >= game_starttime)
45 if(!STAT(FROZEN, player))
46 if(!PHYS_INPUT_BUTTON_CHAT(player))
47 if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
48 if(!forbidWeaponUse(player))
50 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
51 vector dist = vec2(player.campcheck_prevorigin - player.origin);
52 player.campcheck_traveled_distance += fabs(vlen(dist));
54 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
56 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
57 player.campcheck_traveled_distance = 0;
60 if(time > player.campcheck_nextcheck)
62 if(player.campcheck_traveled_distance < autocvar_g_campcheck_distance)
64 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK);
66 Damage(player.vehicle, NULL, NULL, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, DMG_NOWEP, player.vehicle.origin, '0 0 0');
68 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, DMG_NOWEP, player.origin, '0 0 0');
70 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
71 player.campcheck_traveled_distance = 0;
78 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
80 player.campcheck_prevorigin = player.origin;
83 MUTATOR_HOOKFUNCTION(campcheck, CopyBody)
85 entity player = M_ARGV(0, entity);
86 entity clone = M_ARGV(1, entity);
88 clone.campcheck_prevorigin = player.campcheck_prevorigin;
91 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
93 entity player = M_ARGV(0, entity);
95 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
96 player.campcheck_traveled_distance = 0;
99 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
101 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":CampCheck");