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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / campcheck / campcheck.qc
1 #ifdef IMPLEMENTATION
2 float autocvar_g_campcheck_damage;
3 float autocvar_g_campcheck_distance;
4 float autocvar_g_campcheck_interval;
5
6 REGISTER_MUTATOR(campcheck, cvar("g_campcheck"));
7
8 .float campcheck_nextcheck;
9 .float campcheck_traveled_distance;
10
11 MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
12 {
13         entity frag_target = M_ARGV(2, entity);
14         
15         Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
16 }
17
18 MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate)
19 {
20         entity frag_attacker = M_ARGV(1, entity);
21         entity frag_target = M_ARGV(2, entity);
22
23         if(IS_PLAYER(frag_target))
24         if(IS_PLAYER(frag_attacker))
25         if(frag_attacker != frag_target)
26         {
27                 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
28                 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
29         }
30 }
31
32 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
33 {
34         entity player = M_ARGV(0, entity);
35
36         if(!gameover)
37         if(!warmup_stage) // don't consider it camping during warmup?
38         if(time >= game_starttime)
39         if(IS_PLAYER(player))
40         if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
41         if(!IS_DEAD(player))
42         if(!STAT(FROZEN, player))
43         if(!PHYS_INPUT_BUTTON_CHAT(player))
44         if(autocvar_g_campcheck_interval)
45         {
46                 vector dist;
47
48                 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
49                 dist = player.prevorigin - player.origin;
50                 dist.z = 0;
51                 player.campcheck_traveled_distance += fabs(vlen(dist));
52
53                 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
54                 {
55                         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
56                         player.campcheck_traveled_distance = 0;
57                 }
58
59                 if(time > player.campcheck_nextcheck)
60                 {
61                         if(player.campcheck_traveled_distance < autocvar_g_campcheck_distance)
62                         {
63                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK);
64                                 if(player.vehicle)
65                                         Damage(player.vehicle, NULL, NULL, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, player.vehicle.origin, '0 0 0');
66                                 else
67                                         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');
68                         }
69                         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
70                         player.campcheck_traveled_distance = 0;
71                 }
72
73                 return;
74         }
75
76         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
77 }
78
79 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
80 {
81         entity player = M_ARGV(0, entity);
82
83         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
84         player.campcheck_traveled_distance = 0;
85 }
86
87 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
88 {
89         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":CampCheck");;
90 }
91 #endif