1 #include "sv_campcheck.qh"
3 float autocvar_g_campcheck_damage;
4 float autocvar_g_campcheck_distance;
5 float autocvar_g_campcheck_interval;
7 REGISTER_MUTATOR(campcheck, cvar("g_campcheck"));
9 .float campcheck_nextcheck;
10 .float campcheck_traveled_distance;
12 MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
14 entity frag_target = M_ARGV(2, entity);
16 Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
19 MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate)
21 entity frag_attacker = M_ARGV(1, entity);
22 entity frag_target = M_ARGV(2, entity);
24 if(IS_PLAYER(frag_target))
25 if(IS_PLAYER(frag_attacker))
26 if(frag_attacker != frag_target)
28 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
29 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
33 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
35 entity player = M_ARGV(0, entity);
38 if(!warmup_stage) // don't consider it camping during warmup?
39 if(time >= game_starttime)
41 if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
43 if(!forbidWeaponUse(player))
44 if(!STAT(FROZEN, player))
45 if(!PHYS_INPUT_BUTTON_CHAT(player))
46 if(autocvar_g_campcheck_interval)
50 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
51 dist = player.prevorigin - player.origin;
53 player.campcheck_traveled_distance += fabs(vlen(dist));
55 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
57 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
58 player.campcheck_traveled_distance = 0;
61 if(time > player.campcheck_nextcheck)
63 if(player.campcheck_traveled_distance < autocvar_g_campcheck_distance)
65 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK);
67 Damage(player.vehicle, NULL, NULL, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, player.vehicle.origin, '0 0 0');
69 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');
71 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
72 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
81 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
83 entity player = M_ARGV(0, entity);
85 player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
86 player.campcheck_traveled_distance = 0;
89 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
91 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":CampCheck");