]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/campcheck/sv_campcheck.qc
Cleanup common mutators: remove IMPLEMENTATION macro
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / campcheck / sv_campcheck.qc
diff --git a/qcsrc/common/mutators/mutator/campcheck/sv_campcheck.qc b/qcsrc/common/mutators/mutator/campcheck/sv_campcheck.qc
new file mode 100644 (file)
index 0000000..be7d3a2
--- /dev/null
@@ -0,0 +1,91 @@
+#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;
+
+MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
+{
+       entity frag_target = M_ARGV(2, entity);
+
+       Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
+}
+
+MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_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);
+
+       if(!gameover)
+       if(!warmup_stage) // don't consider it camping during warmup?
+       if(time >= game_starttime)
+       if(IS_PLAYER(player))
+       if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
+       if(!IS_DEAD(player))
+       if(!STAT(FROZEN, player))
+       if(!PHYS_INPUT_BUTTON_CHAT(player))
+       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 = player.prevorigin - player.origin;
+               dist.z = 0;
+               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, player.health + player.armorvalue * 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;
+               }
+
+               return;
+       }
+
+       player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
+}
+
+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");
+}