3 //set g_mmm_sleuth_count 0.125 "number of players who will become sleuths, set between 0 and 0.9 to use a multiplier of the current players, or 1 and above to specify an exact number of players"
4 //float autocvar_g_mmm_sleuth_count = 0.125; //I don't think that it'll be used...
5 float autocvar_g_mmm_civilian_count = 0.625;
6 //float autocvar_g_mmm_murderer_count = 0.25;
7 float autocvar_g_mmm_round_timelimit = 180;
8 float autocvar_g_mmm_warmup = 10;
9 bool autocvar_g_mmm_punish_teamkill = false;
10 bool autocvar_g_mmm_reward_civilian = true;
11 bool autocvar_g_mmm_reward_sleuth = true; //sleuth reward if investigated corpses
12 float autocvar_g_mmm_max_karma_points = 1000; //LegendGuard sets Karma points 21-02-2021
13 float autocvar_g_mmm_min_karma_points = 400;
14 int autocvar_g_mmm_karma_bankick_tool = 1; //LegendGuard sets a ban tool for server admins 11-03-2021
15 float autocvar_g_mmm_karma_bantime = 1800; //karma ban seconds
16 bool autocvar_g_mmm_karma_damageactive = true; //LegendGuard sets Karma damage setting if active 20-03-2021
17 float autocvar_g_mmm_karma_severity = 0.25;
18 float autocvar_g_mmm_karma_damagepunishmentdeal = 20; //LegendGuard sets Karma punishment damage setting if player kills an ally 28-03-2021
19 // Sleuth is a created team, this team is added inside Civilians team
21 void mmm_FakeTimeLimit(entity e, float t)
23 if(!IS_REAL_CLIENT(e))
27 WriteByte(MSG_ONE, 3); // svc_updatestat
28 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
30 WriteCoord(MSG_ONE, autocvar_timelimit);
32 WriteCoord(MSG_ONE, (t + 1) / 60);
34 STAT(MMM_ROUNDTIMER, e) = t;
38 void nades_Clear(entity player);
40 void karma_Control(entity it)
42 float masksize = autocvar_g_ban_default_masksize;
43 float bantime = autocvar_g_mmm_karma_bantime;
44 if(it.karmapoints >= autocvar_g_mmm_max_karma_points)
46 //Resets karmapoints to maintain the maximum
47 //PrintToChatAll("^3REWARD ^1MAXIMUM RESET");
48 GameRules_scoring_add(it, MMM_KARMA, autocvar_g_mmm_max_karma_points - it.karmapoints);
49 it.karmapoints = autocvar_g_mmm_max_karma_points;
51 else if(it.karmapoints <= autocvar_g_mmm_min_karma_points)
53 switch (autocvar_g_mmm_karma_bankick_tool)
58 case 1: PutObserverInServer(it); return;
60 case 2: dropclient(it); return;
62 case 3: Ban_KickBanClient(it, bantime, masksize, "Too low karma"); return;
63 default: PutObserverInServer(it); return;
68 void karmaLoseDifference(entity attacker, entity target)
70 if (autocvar_g_mmm_karma_severity <= 0.09)
71 autocvar_g_mmm_karma_severity = 0.1;
72 else if (autocvar_g_mmm_karma_severity > 1)
73 autocvar_g_mmm_karma_severity = 1;
75 //BASIC MATH THEORY: example: 1000 * 0.3 * (0.1 + 0.4) * 0.25 // karma points reduce when player attacked to other player
76 if (target.karmapoints < attacker.karmapoints)
78 float decreasekarma = - ( target.karmapoints * random() * ( 0.1 + random() ) * autocvar_g_mmm_karma_severity );
79 GameRules_scoring_add(attacker, MMM_KARMA, decreasekarma);
80 attacker.karmapoints = attacker.karmapoints + decreasekarma;
82 else if (target.karmapoints > attacker.karmapoints)
84 float decreasekarma = - ( target.karmapoints * random() * ( 0.1 + random() ) * autocvar_g_mmm_karma_severity );
85 GameRules_scoring_add(attacker, MMM_KARMA, decreasekarma);
86 attacker.karmapoints = attacker.karmapoints + decreasekarma;
90 float decreasekarma = - ( target.karmapoints * random() * ( 0.1 + random() ) * autocvar_g_mmm_karma_severity );
91 GameRules_scoring_add(attacker, MMM_KARMA, decreasekarma);
92 attacker.karmapoints = attacker.karmapoints + decreasekarma;
96 void karmaWinDifference(entity it)
98 GameRules_scoring_add(it, SCORE, 1); // reward civilians who make it to the end of the round time limit
99 float increasekarma = ( autocvar_g_mmm_min_karma_points * random() * ( 0.1 + random() ) * 0.12 );
100 GameRules_scoring_add(it, MMM_KARMA, increasekarma);
101 it.karmapoints = it.karmapoints + increasekarma;
105 void mmm_UpdateScores(bool timed_out)
107 // give players their hard-earned kills now that the round is over
110 it.totalfrags += it.mmm_validkills;
111 if(it.mmm_validkills)
113 GameRules_scoring_add(it, SCORE, it.mmm_validkills);
115 it.mmm_validkills = 0;
116 // player survived the round
117 if(IS_PLAYER(it) && !IS_DEAD(it)) // LegendGuard adds something for Karma 21-02-2021
119 if((autocvar_g_mmm_reward_civilian && timed_out && it.mmm_status == MMM_STATUS_CIVILIAN)
120 || (autocvar_g_mmm_reward_civilian && !timed_out && it.mmm_status == MMM_STATUS_CIVILIAN))
122 karmaWinDifference(it);
123 //PrintToChatAll(sprintf("^2REWARD ^7it.karmapoints: ^1%f", it.karmapoints));
126 //Sleuth reward after investigated a corpse
127 if((autocvar_g_mmm_reward_sleuth && timed_out && it.mmm_status == MMM_STATUS_SLEUTH)
128 || (autocvar_g_mmm_reward_sleuth && !timed_out && it.mmm_status == MMM_STATUS_SLEUTH))
130 if (it.investigated == true)
132 karmaWinDifference(it);
133 it.investigated = false;
137 if(it.mmm_status == MMM_STATUS_MURDERER)
139 karmaWinDifference(it);
140 //PrintToChatAll(sprintf("^1MURDERER ^7it.karmapoints: ^1%f", it.karmapoints));
146 float mmm_CheckWinner()
148 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
150 // if the match times out, civilians win too!
151 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MMM_CIVILIAN_WIN);
152 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_CIVILIAN_WIN);
157 mmm_FakeTimeLimit(it, -1);
161 mmm_UpdateScores(true);
163 allowed_to_spawn = false;
165 round_handler_Init(5, autocvar_g_mmm_warmup, autocvar_g_mmm_round_timelimit);
169 int civilian_count = 0, murderer_count = 0, sleuth_count = 0;
170 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
172 if(it.mmm_status == MMM_STATUS_CIVILIAN)
174 else if(it.mmm_status == MMM_STATUS_MURDERER)
176 else if(it.mmm_status == MMM_STATUS_SLEUTH) //LegendGuard adds sleuth_count 20-02-2021
179 if(civilian_count > 0 && murderer_count > 0)
184 if(murderer_count > 0) // murderers win
186 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MMM_MURDERER_WIN);
187 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_MURDERER_WIN);
189 else if(civilian_count > 0) // civilians win
191 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MMM_CIVILIAN_WIN);
192 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_CIVILIAN_WIN);
194 else if (sleuth_count > 0 && civilian_count > 0) // sleuths are same as civilians win
196 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MMM_CIVILIAN_WIN);
197 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_CIVILIAN_WIN);
201 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
202 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
205 mmm_UpdateScores(false);
207 allowed_to_spawn = false;
209 round_handler_Init(5, autocvar_g_mmm_warmup, autocvar_g_mmm_round_timelimit);
215 it.respawn_flags = RESPAWN_SILENT; //CSQC print output respawn lib.qh error fix
218 mmm_FakeTimeLimit(it, -1);
225 void Karma_WarningCheck(entity it)
227 float totalmeankarma = ((autocvar_g_mmm_max_karma_points + autocvar_g_mmm_min_karma_points + it.karmapoints) / 3);
228 if (it.karmapoints <= totalmeankarma)
230 Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_MMM_KARMAWARNING);
231 //centerprint(it, strcat(BOLD_OPERATOR, "^1KARMA WARNING!\n^3Here, have the Rifle!"));
232 GiveWeapon(it, WEP_RIFLE.m_id, OP_PLUS, 1);
236 void mmm_RoundStart()
238 allowed_to_spawn = boolean(warmup_stage);
243 if(IS_PLAYER(it) && !IS_DEAD(it))
246 it.mmm_status = MMM_STATUS_CIVILIAN;
249 it.mmm_status = 0; // this is mostly a safety check; if a client manages to somehow maintain a mmm status, clear it before the round starts!
250 it.mmm_validkills = 0;
253 int civilian_count = bound(1, ((autocvar_g_mmm_civilian_count >= 1) ? autocvar_g_mmm_civilian_count : floor(playercount * autocvar_g_mmm_civilian_count)), playercount - 1); // 20%, but ensure at least 1 and less than total
254 int total_civilians = 0;
255 //int murderer_count = bound(1, ((autocvar_g_mmm_murderer_count >= 1) ? autocvar_g_mmm_murderer_count : floor(playercount * autocvar_g_mmm_murderer_count)), playercount - 1); // 20%, but ensure at least 1 and less than total
256 int total_murderers = 0;
257 //int sleuth_count = bound(1, ((autocvar_g_mmm_sleuth_count >= 1) ? autocvar_g_mmm_sleuth_count : floor(playercount * autocvar_g_mmm_sleuth_count)), playercount - 1); // 20%, but ensure at least 1 and less than total
258 int total_sleuths = 0;
261 FOREACH_CLIENT_RANDOM(IS_PLAYER(it) && !IS_DEAD(it),
263 if(total_civilians >= civilian_count)
265 //LegendGuard fixes the round start again 22-03-2021
267 if (total_civilians <= 1)
269 if (total_murderers <= 1)
272 it.mmm_status = MMM_STATUS_MURDERER;
275 else if (total_civilians == 2)
277 if (total_sleuths >= 1)
282 it.mmm_status = MMM_STATUS_SLEUTH;
285 else if (total_civilians == 5)
287 if (total_murderers <= 2)
292 it.mmm_status = MMM_STATUS_MURDERER;
295 else if (total_civilians == 6)
297 if (total_sleuths >= 2)
302 it.mmm_status = MMM_STATUS_SLEUTH;
305 else if (total_civilians == 7)
307 if (total_sleuths >= 3)
309 else if (total_murderers == 3)
312 it.mmm_status = MMM_STATUS_MURDERER;
317 it.mmm_status = MMM_STATUS_SLEUTH;
320 else if (total_civilians >= 8)
322 if (total_sleuths >= 4)
324 else if (total_murderers == 4)
327 it.mmm_status = MMM_STATUS_MURDERER;
332 it.mmm_status = MMM_STATUS_SLEUTH;
338 it.mmm_status = MMM_STATUS_MURDERER;
342 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
345 it.activekillerrole = false;
347 if(it.mmm_status == MMM_STATUS_CIVILIAN)
349 Karma_WarningCheck(it);
350 //Gives Mine Layer weapon to the player
351 GiveWeapon(it, WEP_MINE_LAYER.m_id, OP_PLUS, 1);
352 Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_MMM_CIVILIAN);
353 Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_MMM_CIVILIAN);
354 //PrintToChatAll(sprintf("^1DEBUG^7: %s is ^2Civilian^7!", it.netname));
356 else if(it.mmm_status == MMM_STATUS_MURDERER)
358 Karma_WarningCheck(it);
359 //Gives Mine Layer weapon to the player
360 GiveWeapon(it, WEP_MINE_LAYER.m_id, OP_PLUS, 1);
361 Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_MMM_MURDERER);
362 Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_MMM_MURDERER);
363 //PrintToChatAll(sprintf("^1DEBUG^7: %s is ^1Murderer^7!", it.netname));
365 else if(it.mmm_status == MMM_STATUS_SLEUTH)
367 Karma_WarningCheck(it);
368 //Gives Shockwave and Mine Layer weapon to the player
369 GiveWeapon(it, WEP_SHOCKWAVE.m_id, OP_PLUS, 1);
370 GiveWeapon(it, WEP_MINE_LAYER.m_id, OP_PLUS, 1);
371 Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_MMM_SLEUTH);
372 Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_MMM_SLEUTH);
373 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_WHOISSLEUTH, it.netname);
375 mmm_FakeTimeLimit(it, round_handler_GetEndTime());
379 bool mmm_CheckPlayers()
381 static int prev_missing_players;
382 allowed_to_spawn = true;
385 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
387 //PrintToChatAll(sprintf("it.karmapoints ^5begin: ^3%f",it.karmapoints));
390 //PrintToChatAll(sprintf("it.karmapoints ^6end: ^3%f",it.karmapoints));
393 if (playercount >= 2)
395 if(prev_missing_players > 0)
396 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
397 prev_missing_players = -1;
403 if(prev_missing_players > 0)
404 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
405 prev_missing_players = -1;
409 // if we get here, only 1 player is missing
410 if(prev_missing_players != 1)
412 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_PLAYERS, 1);
413 prev_missing_players = 1;
418 bool mmm_isEliminated(entity e)
420 if(e.caplayer == 1 && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
422 if(e.caplayer == 0.5)
427 void mmm_Initialize() // run at the start of a match, initiates game mode
429 GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
430 field(SP_MMM_KARMA, "karma", SFL_SORT_PRIO_SECONDARY); //LegendGuard adds Karma points in the scoreboard 22-02-2021
433 allowed_to_spawn = true;
434 round_handler_Spawn(mmm_CheckPlayers, mmm_CheckWinner, mmm_RoundStart);
435 round_handler_Init(5, autocvar_g_mmm_warmup, autocvar_g_mmm_round_timelimit);
436 EliminatedPlayers_Init(mmm_isEliminated);
439 void checkWeaponDeathtype(entity target, float deathtype)
443 case WEP_ARC.m_id: case 276: case 788: target.killedwithweapon = "Impacted by the Arc's electric shock"; return;
444 case WEP_BLASTER.m_id: case 513: target.killedwithweapon = "Blasted by the Blaster"; return;
445 case WEP_CRYLINK.m_id: case 263: case 519: target.killedwithweapon = "Shot by the Crylink"; return;
446 case WEP_DEVASTATOR.m_id: case 522: case 1546: target.killedwithweapon = "Bombarded by the Devastator"; return;
447 case WEP_ELECTRO.m_id: case 262: case 518: case 1542: target.killedwithweapon = "Electrocuted by the Electro"; return;
448 case WEP_FIREBALL.m_id: case 273: case 529: case 1297: target.killedwithweapon = "Burned by the Fireball"; return;
449 case WEP_HAGAR.m_id: case 265: target.killedwithweapon = "Gunned by the Hagar"; return;
450 case WEP_HLAC.m_id: case 270: case 526: target.killedwithweapon = "Cut down with the HLAC"; return;
451 case WEP_HOOK.m_id: case 1805: target.killedwithweapon = "Caught in Hook gravity bomb"; return;
452 case WEP_MACHINEGUN.m_id: target.activekillerrole = true; target.killedwithweapon = "Riddled full of holes by the Machine Gun"; return;
453 case WEP_MINE_LAYER.m_id: case 517: case 1541: target.killedwithweapon = "Exploited by the Mine Layer"; return;
454 case WEP_MORTAR.m_id: case 516: case 1284: target.killedwithweapon = "Blew up with the Mortar"; return;
455 case WEP_OVERKILL_NEX.m_id: target.killedwithweapon = "Sniped by the Overkill Nex"; return;
456 case WEP_RIFLE.m_id: case 272: target.activekillerrole = true; target.killedwithweapon = "Sniped by the Rifle"; return;
457 case WEP_SEEKER.m_id: case 274: case 786: target.killedwithweapon = "Blasted by the Seeker"; return;
458 case WEP_SHOCKWAVE.m_id: target.killedwithweapon = "Gunned down by the Shockwave"; return;
459 case 275: target.killedwithweapon = "Knocked by the Shockwave"; return;
460 case WEP_SHOTGUN.m_id: target.activekillerrole = true; target.killedwithweapon = "Shot by Shotgun"; return;
461 case 258: target.killedwithweapon = "Knocked by the Shotgun"; return;
462 case WEP_TUBA.m_id: target.killedwithweapon = "Ear pain by the @!#%'n Tuba"; return;
463 case WEP_VAPORIZER.m_id: case 257: case 769: target.killedwithweapon = "Sniped by the Vaporizer"; return;
464 case WEP_VORTEX.m_id: target.killedwithweapon = "Sniped by the Vortex"; return;
465 case DEATH_FALL.m_id: target.killedwithweapon = "Fall"; return;
466 case DEATH_FIRE.m_id: target.killedwithweapon = "Burned with the fire"; return;
467 case DEATH_LAVA.m_id: target.killedwithweapon = "Burned in lava"; return;
468 case DEATH_MIRRORDAMAGE.m_id: target.killedwithweapon = "Suicide"; return;
469 case DEATH_SLIME.m_id: target.killedwithweapon = "Melted in slime"; return;
470 case DEATH_TELEFRAG.m_id: target.killedwithweapon = "Telefragged"; return;
471 case DEATH_NADE.m_id: target.killedwithweapon = "Blown up by the nade"; return;
472 case DEATH_NADE_NAPALM.m_id: target.killedwithweapon = "Burned by the Napalm nade"; return;
473 case DEATH_NADE_ICE.m_id: target.killedwithweapon = "Frozen by the Ice nade"; return;
474 case DEATH_NADE_HEAL.m_id: target.killedwithweapon = "Sucked by the Heal nade"; return;
475 default: target.killedwithweapon = "Unknown"; return;
479 void ReduceKarmaPointsandFrags(entity frag_attacker, entity frag_target, float frag_deathtype, entity wep_ent)
481 karmaLoseDifference(frag_attacker, frag_target);
482 GiveFrags(frag_attacker, frag_target, ((autocvar_g_mmm_punish_teamkill) ? -1 : -2), frag_deathtype, wep_ent.weaponentity_fld);
483 frag_target.whokilled = frag_attacker.netname;
490 MUTATOR_HOOKFUNCTION(mmm, ClientObituary)
492 // LegendGuard's IDEA: To adjust the grade of severity of karma,
493 // we could add if sentence per weapons and adjust each weapon attack
494 // its own grade. Instead doing random decrease grade 22-02-2021
496 // in mmm, announcing a frag would tell everyone who the murderer is
497 entity frag_attacker = M_ARGV(1, entity);
498 entity frag_target = M_ARGV(2, entity);
500 if(IS_PLAYER(frag_attacker) && frag_attacker != frag_target)
502 float frag_deathtype = M_ARGV(3, float);
503 entity wep_ent = M_ARGV(4, entity);
505 //PrintToChatAll(strcat("deathtype var: ", ftos(frag_deathtype)));
506 checkWeaponDeathtype(frag_target, frag_deathtype);
507 // "team" kill, a point is awarded to the player by default so we must take it away plus an extra one
508 // unless the player is going to be punished for suicide, in which case just remove one
509 if(frag_attacker.mmm_status == frag_target.mmm_status)
511 //PrintToChatAll("^1DEBUG^7: A ^2PLAYER^7 has fragged a ^2PLAYER OF HIS OWN TEAM^7, TOO BAD!");
512 ReduceKarmaPointsandFrags(frag_attacker, frag_target, frag_deathtype, wep_ent);
513 switch (frag_attacker.mmm_status)
515 case MMM_STATUS_CIVILIAN: frag_target.killerrole = "\n^3Killer role: ^2Civilian"; return;
516 case MMM_STATUS_MURDERER: frag_target.killerrole = "\n^3Killer role: ^1Murderer"; return;
517 case MMM_STATUS_SLEUTH: frag_target.killerrole = "\n^3Killer role: ^4Sleuth"; return;
520 //PrintToChatAll(sprintf("frag_attacker.karmapoints: ^1%f", frag_attacker.karmapoints));
523 if(frag_attacker.mmm_status == MMM_STATUS_SLEUTH)
525 if (frag_target.mmm_status == MMM_STATUS_CIVILIAN || frag_target.mmm_status == MMM_STATUS_SLEUTH)
527 //PrintToChatAll("^1DEBUG^7: A ^4Sleuth^7 fragged an ^2Civilian^7/^4Sleuth^7, TOO BAD!");
528 ReduceKarmaPointsandFrags(frag_attacker, frag_target, frag_deathtype, wep_ent);
529 frag_target.killerrole = "\n^3Killer role: ^4Sleuth";
530 //PrintToChatAll(sprintf("frag_attacker.karmapoints: ^1%f", frag_attacker.karmapoints));
534 frag_target.whokilled = frag_attacker.netname;
535 frag_target.killerrole = "\n^3Killer role: ^4Sleuth";
539 if (frag_attacker.mmm_status == MMM_STATUS_CIVILIAN)
541 if (frag_target.mmm_status == MMM_STATUS_SLEUTH)
543 //PrintToChatAll("^1DEBUG^7: An ^2Civilian^7 fragged a ^4Sleuth^7, TOO BAD!");
544 ReduceKarmaPointsandFrags(frag_attacker, frag_target, frag_deathtype, wep_ent);
545 frag_target.killerrole = "\n^3Killer role: ^2Civilian";
549 frag_target.whokilled = frag_attacker.netname;
550 frag_target.killerrole = "\n^3Killer role: ^2Civilian";
554 if (frag_attacker.mmm_status == MMM_STATUS_MURDERER)
556 if (frag_target.mmm_status == MMM_STATUS_CIVILIAN)
558 frag_target.whokilled = frag_attacker.netname;
559 frag_target.killerrole = "\n^3Killer role: ^1Murderer";
563 frag_target.whokilled = frag_attacker.netname;
564 frag_target.killerrole = "\n^3Killer role: ^1Murderer";
567 //if mmm_status is 1, means civilian, 2 means murderer, 3 means sleuth
568 //PrintToChatAll(sprintf("^1DEBUG^7: frag_attacker.mmm_status is ^3%s^7",ftos(frag_attacker.mmm_status)));
569 //PrintToChatAll(sprintf("^1DEBUG^7: frag_target.mmm_status is ^3%s^7",ftos(frag_target.mmm_status)));
573 float frag_deathtype = M_ARGV(3, float);
574 checkWeaponDeathtype(frag_target, frag_deathtype);
577 M_ARGV(5, bool) = true; // anonymous attacker
580 //karma weapon damage, halve the damage attack when player has low karma 20-03-2021
581 MUTATOR_HOOKFUNCTION(mmm, Damage_Calculate)
583 entity attacker = M_ARGV(1, entity);
584 entity target = M_ARGV(2, entity);
585 float deathtype = M_ARGV(3, float);
586 float damage = M_ARGV(4, float);
587 vector force = M_ARGV(6, vector);
588 string corpsemessagestrcat = "";
589 string corpsemsginfo = "";
591 if (autocvar_g_mmm_karma_damageactive != false)
593 if (IS_PLAYER(attacker))
595 if(target == attacker) // damage done to yourself
597 damage /= autocvar_g_weapondamagefactor / (attacker.karmapoints / autocvar_g_mmm_max_karma_points);
598 force /= autocvar_g_weaponforcefactor / (attacker.karmapoints / autocvar_g_mmm_max_karma_points);
600 else if (target != attacker)
602 damage /= autocvar_g_weapondamagefactor / (attacker.karmapoints / autocvar_g_mmm_max_karma_points);
603 force /= autocvar_g_weaponforcefactor / (attacker.karmapoints / autocvar_g_mmm_max_karma_points);
607 damage *= autocvar_g_weapondamagefactor;
608 force *= autocvar_g_weaponforcefactor;
613 //CORPSE DETECTION SKILL 21-03-2021
616 //Shockwave weapon as radar gun to check the corpses 22-03-2021
617 if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE))
619 if (target.killedwithweapon == "")
620 target.killedwithweapon = "UNKNOWN CAUSE";
622 if (target.activekillerrole != true)
624 target.killerrole = "";
625 target.activekillerrole = false;
628 string killedbyphrase = strcat("^3Killed by:^7 ", target.whokilled, target.killerrole);
629 string wepkilledphrase = strcat("^3Cause:^7 ", target.killedwithweapon);
630 if (target.whokilled == "")
633 if (target.killedwithweapon == "")
634 wepkilledphrase = "^3Cause:^7 UNKNOWN CAUSE";
639 if (target.mmm_status == MMM_STATUS_CIVILIAN)
641 //try to add centerprint message for chat privately if possible
642 corpsemessagestrcat = strcat("^5DEAD PLAYER DETAILS^7: \n^3Name:^7 ", target.netname, "\n^3Role: ^2Civilian", "\n", killedbyphrase, "\n", wepkilledphrase);
643 corpsemsginfo = strcat("^5DEAD PLAYER DETAILS^7: ^3Name:^7 ", target.netname, " ^3Role: ^2Civilian", " ", killedbyphrase, " ", wepkilledphrase);
644 //centerprint(attacker, strcat(BOLD_OPERATOR, corpsemessagestrcat));
645 Send_Notification(NOTIF_ONE_ONLY, attacker, MSG_CENTER, CENTER_MMM_CORPSEDETECTION, corpsemessagestrcat);
646 Send_Notification(NOTIF_ONE_ONLY, attacker, MSG_INFO, INFO_MMM_CORPSEDETECTION, corpsemsginfo);
648 else if (target.mmm_status == MMM_STATUS_MURDERER)
650 corpsemessagestrcat = strcat("^5DEAD PLAYER DETAILS^7: \n^3Name:^7 ", target.netname, "\n^3Role: ^1Murderer", "\n", killedbyphrase, "\n", wepkilledphrase);
651 corpsemsginfo = strcat("^5DEAD PLAYER DETAILS^7: ^3Name:^7 ", target.netname, " ^3Role: ^1Murderer", " ", killedbyphrase, " ", wepkilledphrase);
652 //centerprint(attacker, strcat(BOLD_OPERATOR, corpsemessagestrcat));
653 Send_Notification(NOTIF_ONE_ONLY, attacker, MSG_CENTER, CENTER_MMM_CORPSEDETECTION, corpsemessagestrcat);
654 Send_Notification(NOTIF_ONE_ONLY, attacker, MSG_INFO, INFO_MMM_CORPSEDETECTION, corpsemsginfo);
656 else if (target.mmm_status == MMM_STATUS_SLEUTH)
658 corpsemessagestrcat = strcat("^5DEAD PLAYER DETAILS^7: \n^3Name:^7 ", target.netname, "\n^3Role: ^4Sleuth", "\n", killedbyphrase, "\n", wepkilledphrase);
659 corpsemsginfo = strcat("^5DEAD PLAYER DETAILS^7: ^3Name:^7 ", target.netname, " ^3Role: ^4Sleuth", " ", killedbyphrase, " ", wepkilledphrase);
660 //centerprint(attacker, strcat(BOLD_OPERATOR, corpsemessagestrcat));
661 Send_Notification(NOTIF_ONE_ONLY, attacker, MSG_CENTER, CENTER_MMM_CORPSEDETECTION, corpsemessagestrcat);
662 Send_Notification(NOTIF_ONE_ONLY, attacker, MSG_INFO, INFO_MMM_CORPSEDETECTION, corpsemsginfo);
664 attacker.investigated = true;
668 M_ARGV(4, float) = damage;
669 M_ARGV(6, vector) = force;
672 MUTATOR_HOOKFUNCTION(mmm, PlayerPreThink)
674 entity player = M_ARGV(0, entity);
676 bool playercheck = false;
678 if (playercheck != true)
680 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
687 //if the murderer is still here around, then avoid illogical winning
688 if (playercheck == true)
690 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
692 if (playercount == 3)
694 if (it.mmm_status == MMM_STATUS_SLEUTH)
695 it.mmm_status = MMM_STATUS_CIVILIAN;
700 if(IS_PLAYER(player) || player.caplayer)
702 if (player.karmaspectated != true)
704 if (CS(player).scorekeeper.(scores(SP_MMM_KARMA)) <= 0) //wtf? Visualization works 100% correct?
705 GameRules_scoring_add(player, MMM_KARMA, player.karmapoints);
706 player.karmaspectated = true;
708 // update the scoreboard colour display to out the real killer at the end of the round
709 // running this every frame to avoid cheats
710 int plcolor = MMM_COLOR_CIVILIAN;
711 if(player.mmm_status == MMM_STATUS_CIVILIAN && game_stopped) //Civilian status by default
712 plcolor = MMM_COLOR_CIVILIAN;
713 if(player.mmm_status == MMM_STATUS_MURDERER && game_stopped)
714 plcolor = MMM_COLOR_MURDERER;
715 //LegendGuard adds for Sleuth 21-02-2021
716 if(player.mmm_status == MMM_STATUS_SLEUTH)// && game_stopped)
717 plcolor = MMM_COLOR_SLEUTH;
718 setcolor(player, plcolor);
721 player.karmastarted = false;
723 //CORPSE FEATURE 10-03-2021
726 player.event_damage = func_null;
728 player.solid = SOLID_CORPSE;
729 set_movetype(player, MOVETYPE_STEP); //test with MOVETYPE_TOSS or MOVETYPE_WALK (it's like sliding object) or MOVETYPE_BOUNCE (maybe not good)
733 MUTATOR_HOOKFUNCTION(mmm, PlayerSpawn)
735 entity player = M_ARGV(0, entity);
738 if (player.karmastarted != true)
740 CS(player).scorekeeper.(scores(SP_MMM_KARMA)) = 0; //full karma reset lol
741 player.karmapoints = autocvar_g_mmm_max_karma_points;
742 GameRules_scoring_add(player, MMM_KARMA, player.karmapoints);
743 player.karmastarted = true;
746 player.mmm_status = 0;
747 player.mmm_validkills = 0;
750 eliminatedPlayers.SendFlags |= 1;
753 MUTATOR_HOOKFUNCTION(mmm, ForbidSpawn)
755 entity player = M_ARGV(0, entity);
757 // spectators / observers that weren't playing can join; they are
758 // immediately forced to observe in the PutClientInServer hook
759 // this way they are put in a team and can play in the next round
760 if (!allowed_to_spawn && player.caplayer)
765 MUTATOR_HOOKFUNCTION(mmm, PutClientInServer)
767 entity player = M_ARGV(0, entity);
769 if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
771 TRANSMUTE(Observer, player);
772 if (CS(player).jointime != time && !player.caplayer) // not when connecting
774 player.caplayer = 0.5;
775 Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
780 MUTATOR_HOOKFUNCTION(mmm, reset_map_players)
782 FOREACH_CLIENT(true, {
783 CS(it).killcount = 0;
785 mmm_FakeTimeLimit(it, -1); // restore original timelimit
786 if (!it.caplayer && IS_BOT_CLIENT(it))
790 TRANSMUTE(Player, it);
792 it.respawn_flags = RESPAWN_SILENT; //CSQC print output respawn lib.qh error fix
793 PutClientInServer(it);
796 bot_relinkplayerlist();
800 MUTATOR_HOOKFUNCTION(mmm, reset_map_global)
802 allowed_to_spawn = true;
806 entity mmm_LastPlayerForTeam(entity this)
808 entity last_pl = NULL;
809 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
810 if (!IS_DEAD(it) && this.mmm_status == it.mmm_status)
823 void mmm_LastPlayerForTeam_Notify(entity this)
825 if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
827 entity pl = mmm_LastPlayerForTeam(this);
829 Send_Notification(NOTIF_ONE_ONLY, pl, MSG_CENTER, CENTER_ALONE);
833 MUTATOR_HOOKFUNCTION(mmm, PlayerDies)
835 entity frag_attacker = M_ARGV(1, entity);
836 entity frag_target = M_ARGV(2, entity);
837 //float frag_deathtype = M_ARGV(3, float);
839 mmm_LastPlayerForTeam_Notify(frag_target);
840 if (!allowed_to_spawn)
842 frag_target.respawn_flags = RESPAWN_DENY;
843 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
844 frag_target.respawn_time = time + 2;
846 frag_target.respawn_flags |= RESPAWN_DENY;
847 frag_target.event_damage = func_null;
848 frag_target.health = 0;
851 eliminatedPlayers.SendFlags |= 1;
853 //if(frag_attacker.mmm_status == frag_target.mmm_status)
854 // killed an ally! punishment is sentenced
855 if(frag_attacker.mmm_status == MMM_STATUS_SLEUTH)
857 if (frag_target.mmm_status == MMM_STATUS_CIVILIAN)
859 //PrintToChatAll("^1DEBUG^7: ^4SLEUTH ^1DAMAGE/DEAD^7 HAS TAKEN!");
860 Damage(frag_attacker, frag_attacker, frag_attacker, autocvar_g_mmm_karma_damagepunishmentdeal, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
863 if (frag_attacker.mmm_status == MMM_STATUS_CIVILIAN)
865 if (frag_target.mmm_status == MMM_STATUS_SLEUTH)
867 //PrintToChatAll("^1DEBUG^7: ^2CIVILIAN ^1DAMAGE/DEAD^7 HAS TAKEN!");
868 Damage(frag_attacker, frag_attacker, frag_attacker, autocvar_g_mmm_karma_damagepunishmentdeal, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
871 if (frag_attacker.mmm_status == MMM_STATUS_MURDERER)
873 if (frag_target.mmm_status == MMM_STATUS_MURDERER)
875 //PrintToChatAll("^1DEBUG^7: ^1MURDERER ^1DAMAGE/DEAD^7 HAS TAKEN!");
876 Damage(frag_attacker, frag_attacker, frag_attacker, autocvar_g_mmm_karma_damagepunishmentdeal, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
882 MUTATOR_HOOKFUNCTION(mmm, ClientDisconnect)
884 entity player = M_ARGV(0, entity);
886 if (IS_PLAYER(player) && !IS_DEAD(player))
887 mmm_LastPlayerForTeam_Notify(player);
891 MUTATOR_HOOKFUNCTION(mmm, MakePlayerObserver)
893 entity player = M_ARGV(0, entity);
895 if (IS_PLAYER(player) && !IS_DEAD(player))
896 mmm_LastPlayerForTeam_Notify(player);
897 if (player.karmaspectated == true)
898 player.karmaspectated = false;
899 if (player.killindicator_teamchange == -2) // player wants to spectate
902 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
904 eliminatedPlayers.SendFlags |= 1;
905 if (!player.caplayer)
907 player.mmm_validkills = 0;
908 player.mmm_status = 0;
909 mmm_FakeTimeLimit(player, -1); // restore original timelimit
910 return false; // allow team reset
912 return true; // prevent team reset
915 MUTATOR_HOOKFUNCTION(mmm, Scores_CountFragsRemaining)
917 // announce remaining frags?
921 MUTATOR_HOOKFUNCTION(mmm, GiveFragsForKill, CBC_ORDER_FIRST)
923 entity frag_attacker = M_ARGV(0, entity);
924 if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
925 frag_attacker.mmm_validkills += M_ARGV(2, float);
926 M_ARGV(2, float) = 0; // score will be given to the winner when the round ends
930 MUTATOR_HOOKFUNCTION(mmm, AddPlayerScore)
932 // add scorefield for scoreboard here
933 entity scorefield = M_ARGV(0, entity);
934 if(scorefield == SP_KILLS || scorefield == SP_DEATHS || scorefield == SP_SUICIDES || scorefield == SP_DMG || scorefield == SP_DMGTAKEN)
935 M_ARGV(1, float) = 0; // don't report that the player has killed or been killed, that would out them as a murderer!
938 MUTATOR_HOOKFUNCTION(mmm, CalculateRespawnTime)
940 // no respawn calculations needed, player is forced to spectate anyway
944 //if server admin sets "sv_ready_restart_after_countdown 1", will avoid possible visual failure for karma in the scoreboard
945 MUTATOR_HOOKFUNCTION(mmm, ReadLevelCvars)
947 sv_ready_restart_after_countdown = 0;
950 MUTATOR_HOOKFUNCTION(mmm, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
952 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
953 if (IS_PLAYER(it) || it.caplayer == 1)
960 MUTATOR_HOOKFUNCTION(mmm, ClientCommand_Spectate)
962 entity player = M_ARGV(0, entity);
966 // they're going to spec, we can do other checks
967 if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
968 Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
969 return MUT_SPECCMD_FORCE;
972 return MUT_SPECCMD_CONTINUE;
975 MUTATOR_HOOKFUNCTION(mmm, GetPlayerStatus)
977 entity player = M_ARGV(0, entity);
979 return player.caplayer == 1;
982 MUTATOR_HOOKFUNCTION(mmm, BotShouldAttack)
984 entity bot = M_ARGV(0, entity);
985 entity targ = M_ARGV(1, entity);
987 if(targ.mmm_status == bot.mmm_status)
992 // LegendGuard fixed the problem of Sleuths and Civilians attacking each other 26-03-2021
993 if(bot.mmm_status == MMM_STATUS_SLEUTH)
995 if(targ.mmm_status == MMM_STATUS_CIVILIAN)