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;
+ 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;
+ }
+ }
}
}
entity player = M_ARGV(0, entity);
bool checked = false;
- if(autocvar_g_campcheck_interval)
- if(!game_stopped && !warmup_stage && time >= game_starttime)
- if(IS_PLAYER(player))
- if(!IS_DEAD(player))
- if(!STAT(FROZEN, player))
- if(!PHYS_INPUT_BUTTON_CHAT(player))
- if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
- if(!forbidWeaponUse(player))
- {
- // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
- vector dist = vec2(player.campcheck_prevorigin - player.origin);
- 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, GetResourceAmount(player, RESOURCE_HEALTH) + GetResourceAmount(player, RESOURCE_ARMOR) * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP.m_id, player.origin, '0 0 0');
+ if (autocvar_g_campcheck_interval) {
+ if (!game_stopped && !warmup_stage && time >= game_starttime) {
+ if (IS_PLAYER(player)) {
+ if (!IS_DEAD(player)) {
+ if (!STAT(FROZEN, player)) {
+ if (!PHYS_INPUT_BUTTON_CHAT(player)) {
+ if (IS_REAL_CLIENT(player)) { // bots may camp, but that's no reason to constantly kill them
+ if (!forbidWeaponUse(player)) {
+ // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
+ vector dist = vec2(player.campcheck_prevorigin - player.origin);
+ 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, GetResourceAmount(player, RESOURCE_HEALTH) + GetResourceAmount(player, RESOURCE_ARMOR) * 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;
+ }
+
+ checked = true;
+ }
+ }
+ }
+ }
+ }
}
- player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
- player.campcheck_traveled_distance = 0;
}
-
- checked = true;
}
- if(!checked)
+ if (!checked) {
player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
-
+ }
player.campcheck_prevorigin = player.origin;
}