--- /dev/null
+#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");
+}