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 won't 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 = 0; //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)
56 case 0: PutObserverInServer(it); return;
58 case 1: dropclient(it); return;
60 case 2: Ban_KickBanClient(it, bantime, masksize, "Too low karma"); return;
62 default: PutObserverInServer(it); return;
67 void karmaLoseDifference(entity attacker, entity target)
69 if (autocvar_g_mmm_karma_severity <= 0.09)
70 autocvar_g_mmm_karma_severity = 0.1;
71 else if (autocvar_g_mmm_karma_severity > 1)
72 autocvar_g_mmm_karma_severity = 1;
74 //BASIC MATH THEORY: example: 1000 * 0.3 * (0.1 + 0.4) * 0.25 // karma points reduce when player attacked to other player
75 if (target.karmapoints < attacker.karmapoints)
77 float decreasekarma = - ( target.karmapoints * random() * ( 0.1 + random() ) * autocvar_g_mmm_karma_severity );
78 GameRules_scoring_add(attacker, MMM_KARMA, decreasekarma);
79 attacker.karmapoints = attacker.karmapoints + decreasekarma;
81 else if (target.karmapoints > attacker.karmapoints)
83 float decreasekarma = - ( target.karmapoints * random() * ( 0.1 + random() ) * autocvar_g_mmm_karma_severity );
84 GameRules_scoring_add(attacker, MMM_KARMA, decreasekarma);
85 attacker.karmapoints = attacker.karmapoints + decreasekarma;
89 float decreasekarma = - ( target.karmapoints * random() * ( 0.1 + random() ) * autocvar_g_mmm_karma_severity );
90 GameRules_scoring_add(attacker, MMM_KARMA, decreasekarma);
91 attacker.karmapoints = attacker.karmapoints + decreasekarma;
95 void karmaWinDifference(entity it)
97 GameRules_scoring_add(it, SCORE, 1); // reward civilians who make it to the end of the round time limit
98 float increasekarma = ( autocvar_g_mmm_min_karma_points * random() * ( 0.1 + random() ) * 0.12 );
99 GameRules_scoring_add(it, MMM_KARMA, increasekarma);
100 it.karmapoints = it.karmapoints + increasekarma;
104 void mmm_UpdateScores(bool timed_out)
106 // give players their hard-earned kills now that the round is over
109 it.totalfrags += it.mmm_validkills;
110 if(it.mmm_validkills)
112 GameRules_scoring_add(it, SCORE, it.mmm_validkills);
114 it.mmm_validkills = 0;
115 // player survived the round
116 if(IS_PLAYER(it) && !IS_DEAD(it)) // LegendGuard adds something for Karma 21-02-2021
118 if((autocvar_g_mmm_reward_civilian && timed_out && it.mmm_status == MMM_STATUS_CIVILIAN)
119 || (autocvar_g_mmm_reward_civilian && !timed_out && it.mmm_status == MMM_STATUS_CIVILIAN))
121 karmaWinDifference(it);
122 //PrintToChatAll(sprintf("^2REWARD ^7it.karmapoints: ^1%f", it.karmapoints));
125 //Sleuth reward after investigated a corpse
126 if((autocvar_g_mmm_reward_sleuth && timed_out && it.mmm_status == MMM_STATUS_SLEUTH)
127 || (autocvar_g_mmm_reward_sleuth && !timed_out && it.mmm_status == MMM_STATUS_SLEUTH))
129 if (it.investigated == true)
131 karmaWinDifference(it);
132 it.investigated = false;
136 if(it.mmm_status == MMM_STATUS_MURDERER)
138 karmaWinDifference(it);
139 //PrintToChatAll(sprintf("^1MURDERER ^7it.karmapoints: ^1%f", it.karmapoints));
145 float mmm_CheckWinner()
147 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
149 // if the match times out, civilians win too!
150 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MMM_CIVILIAN_WIN);
151 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_CIVILIAN_WIN);
156 mmm_FakeTimeLimit(it, -1);
160 mmm_UpdateScores(true);
162 allowed_to_spawn = false;
164 round_handler_Init(5, autocvar_g_mmm_warmup, autocvar_g_mmm_round_timelimit);
168 int civilian_count = 0, murderer_count = 0, sleuth_count = 0;
169 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
171 if(it.mmm_status == MMM_STATUS_CIVILIAN)
173 else if(it.mmm_status == MMM_STATUS_MURDERER)
175 else if(it.mmm_status == MMM_STATUS_SLEUTH) //LegendGuard adds sleuth_count 20-02-2021
178 if(civilian_count > 0 && murderer_count > 0)
183 if(murderer_count > 0) // murderers win
185 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MMM_MURDERER_WIN);
186 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_MURDERER_WIN);
188 else if(civilian_count > 0) // civilians win
190 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MMM_CIVILIAN_WIN);
191 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_CIVILIAN_WIN);
193 else if (sleuth_count > 0 && civilian_count > 0) // sleuths are same as civilians win
195 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MMM_CIVILIAN_WIN);
196 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_CIVILIAN_WIN);
200 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
201 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
204 mmm_UpdateScores(false);
206 allowed_to_spawn = false;
208 round_handler_Init(5, autocvar_g_mmm_warmup, autocvar_g_mmm_round_timelimit);
214 it.respawn_flags = RESPAWN_SILENT; //CSQC print output respawn lib.qh error fix
217 mmm_FakeTimeLimit(it, -1);
224 void mmm_RoundStart()
226 allowed_to_spawn = boolean(warmup_stage);
231 if(IS_PLAYER(it) && !IS_DEAD(it))
234 it.mmm_status = MMM_STATUS_CIVILIAN;
237 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!
238 it.mmm_validkills = 0;
241 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
242 int total_civilians = 0;
243 //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
244 int total_murderers = 0;
245 //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
246 int total_sleuths = 0;
249 FOREACH_CLIENT_RANDOM(IS_PLAYER(it) && !IS_DEAD(it),
251 if(total_civilians >= civilian_count)
253 //LegendGuard fixes the round start again 22-03-2021
255 if (total_civilians <= 1)
257 if (total_murderers <= 1)
260 it.mmm_status = MMM_STATUS_MURDERER;
263 else if (total_civilians == 2)
265 if (total_sleuths >= 1)
270 it.mmm_status = MMM_STATUS_SLEUTH;
273 else if (total_civilians == 5)
275 if (total_murderers <= 2)
280 it.mmm_status = MMM_STATUS_MURDERER;
283 else if (total_civilians == 6)
285 if (total_sleuths >= 2)
290 it.mmm_status = MMM_STATUS_SLEUTH;
293 else if (total_civilians == 7)
295 if (total_sleuths >= 3)
297 else if (total_murderers == 3)
300 it.mmm_status = MMM_STATUS_MURDERER;
305 it.mmm_status = MMM_STATUS_SLEUTH;
308 else if (total_civilians >= 8)
310 if (total_sleuths >= 4)
312 else if (total_murderers == 4)
315 it.mmm_status = MMM_STATUS_MURDERER;
320 it.mmm_status = MMM_STATUS_SLEUTH;
326 it.mmm_status = MMM_STATUS_MURDERER;
330 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
332 float totalmeankarma = ((autocvar_g_mmm_max_karma_points + autocvar_g_mmm_min_karma_points + it.karmapoints) / 3);
334 it.activekillerrole = false;
336 if(it.mmm_status == MMM_STATUS_CIVILIAN)
338 if (it.karmapoints <= totalmeankarma)
340 centerprint(it, strcat(BOLD_OPERATOR, "^1KARMA WARNING!\n^3Here, have the Rifle!"));
341 GiveWeapon(it, WEP_RIFLE.m_id, OP_PLUS, 1);
343 //Gives Mine Layer weapon to the player
344 GiveWeapon(it, WEP_MINE_LAYER.m_id, OP_PLUS, 1);
345 Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_MMM_CIVILIAN);
346 Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_MMM_CIVILIAN);
347 //PrintToChatAll(sprintf("^1DEBUG^7: %s is ^2Civilian^7!", it.netname));
349 else if(it.mmm_status == MMM_STATUS_MURDERER)
351 if (it.karmapoints <= totalmeankarma)
353 centerprint(it, strcat(BOLD_OPERATOR, "^1KARMA WARNING!\n^3Here, have the Rifle!"));
354 GiveWeapon(it, WEP_RIFLE.m_id, OP_PLUS, 1);
356 //Gives Mine Layer weapon to the player
357 GiveWeapon(it, WEP_MINE_LAYER.m_id, OP_PLUS, 1);
358 Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_MMM_MURDERER);
359 Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_MMM_MURDERER);
360 //PrintToChatAll(sprintf("^1DEBUG^7: %s is ^1Murderer^7!", it.netname));
362 else if(it.mmm_status == MMM_STATUS_SLEUTH)
364 if (it.karmapoints <= totalmeankarma)
366 centerprint(it, strcat(BOLD_OPERATOR, "^1KARMA WARNING!\n^3Here, have the Rifle!"));
367 GiveWeapon(it, WEP_RIFLE.m_id, OP_PLUS, 1);
369 //Gives Shockwave and Mine Layer weapon to the player
370 GiveWeapon(it, WEP_SHOCKWAVE.m_id, OP_PLUS, 1);
371 GiveWeapon(it, WEP_MINE_LAYER.m_id, OP_PLUS, 1);
372 Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_MMM_SLEUTH);
373 Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_MMM_SLEUTH);
374 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MMM_WHOISSLEUTH, it.netname);
376 mmm_FakeTimeLimit(it, round_handler_GetEndTime());
380 bool mmm_CheckPlayers()
382 static int prev_missing_players;
383 allowed_to_spawn = true;
386 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
388 //PrintToChatAll(sprintf("it.karmapoints ^5begin: ^3%f",it.karmapoints));
390 if (it.karmastarted != true)
392 GameRules_scoring_add(it, MMM_KARMA, autocvar_g_mmm_max_karma_points - it.karmapoints);
393 it.karmapoints = autocvar_g_mmm_max_karma_points;
394 it.karmastarted = true;
398 //PrintToChatAll(sprintf("it.karmapoints ^6end: ^3%f",it.karmapoints));
401 if (playercount >= 2)
403 if(prev_missing_players > 0)
404 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
405 prev_missing_players = -1;
411 if(prev_missing_players > 0)
412 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
413 prev_missing_players = -1;
417 // if we get here, only 1 player is missing
418 if(prev_missing_players != 1)
420 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_PLAYERS, 1);
421 prev_missing_players = 1;
426 bool mmm_isEliminated(entity e)
428 if(e.caplayer == 1 && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
430 if(e.caplayer == 0.5)
435 void mmm_Initialize() // run at the start of a match, initiates game mode
437 GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
438 field(SP_MMM_KARMA, "karma", SFL_SORT_PRIO_SECONDARY); //LegendGuard adds Karma points in the scoreboard 22-02-2021
441 allowed_to_spawn = true;
442 round_handler_Spawn(mmm_CheckPlayers, mmm_CheckWinner, mmm_RoundStart);
443 round_handler_Init(5, autocvar_g_mmm_warmup, autocvar_g_mmm_round_timelimit);
444 EliminatedPlayers_Init(mmm_isEliminated);
447 void checkWeaponDeathtype(entity target, float deathtype)
451 case WEP_ARC.m_id: case 276: case 788: target.killedwithweapon = "Impacted by the Arc's electric shock"; return;
452 case WEP_BLASTER.m_id: case 513: target.killedwithweapon = "Blasted by the Blaster"; return;
453 case WEP_CRYLINK.m_id: case 263: case 519: target.killedwithweapon = "Shot by the Crylink"; return;
454 case WEP_DEVASTATOR.m_id: case 522: case 1546: target.killedwithweapon = "Bombarded by the Devastator"; return;
455 case WEP_ELECTRO.m_id: case 262: case 518: case 1542: target.killedwithweapon = "Electrocuted by the Electro"; return;
456 case WEP_FIREBALL.m_id: case 273: case 529: case 1297: target.killedwithweapon = "Burned by the Fireball"; return;
457 case WEP_HAGAR.m_id: case 265: target.killedwithweapon = "Gunned by the Hagar"; return;
458 case WEP_HLAC.m_id: case 270: case 526: target.killedwithweapon = "Cut down with the HLAC"; return;
459 case WEP_HOOK.m_id: case 1805: target.killedwithweapon = "Caught in Hook gravity bomb"; return;
460 case WEP_MACHINEGUN.m_id: target.activekillerrole = true; target.killedwithweapon = "Riddled full of holes by the Machine Gun"; return;
461 case WEP_MINE_LAYER.m_id: case 517: case 1541: target.killedwithweapon = "Exploited by the Mine Layer"; return;
462 case WEP_MORTAR.m_id: case 516: case 1284: target.killedwithweapon = "Blew up with the Mortar"; return;
463 case WEP_OVERKILL_NEX.m_id: target.killedwithweapon = "Sniped by the Overkill Nex"; return;
464 case WEP_RIFLE.m_id: case 272: target.activekillerrole = true; target.killedwithweapon = "Sniped by the Rifle"; return;
465 case WEP_SEEKER.m_id: case 274: case 786: target.killedwithweapon = "Blasted by the Seeker"; return;
466 case WEP_SHOCKWAVE.m_id: target.killedwithweapon = "Gunned down by the Shockwave"; return;
467 case 275: target.killedwithweapon = "Knocked by the Shockwave"; return;
468 case WEP_SHOTGUN.m_id: target.activekillerrole = true; target.killedwithweapon = "Shot by Shotgun"; return;
469 case 258: target.killedwithweapon = "Knocked by the Shotgun"; return;
470 case WEP_TUBA.m_id: target.killedwithweapon = "Ear pain by the @!#%'n Tuba"; return;
471 case WEP_VAPORIZER.m_id: case 257: case 769: target.killedwithweapon = "Sniped by the Vaporizer"; return;
472 case WEP_VORTEX.m_id: target.killedwithweapon = "Sniped by the Vortex"; return;
473 case DEATH_FALL.m_id: target.killedwithweapon = "Fall"; return;
474 case DEATH_FIRE.m_id: target.killedwithweapon = "Burned with the fire"; return;
475 case DEATH_LAVA.m_id: target.killedwithweapon = "Burned in lava"; return;
476 case DEATH_MIRRORDAMAGE.m_id: target.killedwithweapon = "Suicide"; return;
477 case DEATH_SLIME.m_id: target.killedwithweapon = "Melted in slime"; return;
478 case DEATH_TELEFRAG.m_id: target.killedwithweapon = "Telefragged"; return;
479 case DEATH_NADE.m_id: target.killedwithweapon = "Blown up by the nade"; return;
480 case DEATH_NADE_NAPALM.m_id: target.killedwithweapon = "Burned by the Napalm nade"; return;
481 case DEATH_NADE_ICE.m_id: target.killedwithweapon = "Frozen by the Ice nade"; return;
482 case DEATH_NADE_HEAL.m_id: target.killedwithweapon = "Sucked by the Heal nade"; return;
483 default: target.killedwithweapon = "Unknown"; return;
487 void ReduceKarmaPointsandFrags(entity frag_attacker, entity frag_target, float frag_deathtype, entity wep_ent)
489 karmaLoseDifference(frag_attacker, frag_target);
490 GiveFrags(frag_attacker, frag_target, ((autocvar_g_mmm_punish_teamkill) ? -1 : -2), frag_deathtype, wep_ent.weaponentity_fld);
491 frag_target.whokilled = frag_attacker.netname;
498 MUTATOR_HOOKFUNCTION(mmm, ClientObituary)
500 // LegendGuard's IDEA: To adjust the grade of severity of karma,
501 // we could add if sentence per weapons and adjust each weapon attack
502 // its own grade. Instead doing random decrease grade 22-02-2021
504 // in mmm, announcing a frag would tell everyone who the murderer is
505 entity frag_attacker = M_ARGV(1, entity);
506 entity frag_target = M_ARGV(2, entity);
508 if(IS_PLAYER(frag_attacker) && frag_attacker != frag_target)
510 float frag_deathtype = M_ARGV(3, float);
511 entity wep_ent = M_ARGV(4, entity);
513 //PrintToChatAll(strcat("deathtype var: ", ftos(frag_deathtype)));
514 checkWeaponDeathtype(frag_target, frag_deathtype);
515 // "team" kill, a point is awarded to the player by default so we must take it away plus an extra one
516 // unless the player is going to be punished for suicide, in which case just remove one
517 if(frag_attacker.mmm_status == frag_target.mmm_status)
519 //PrintToChatAll("^1DEBUG^7: A ^2PLAYER^7 has fragged a ^2PLAYER OF HIS OWN TEAM^7, TOO BAD!");
520 ReduceKarmaPointsandFrags(frag_attacker, frag_target, frag_deathtype, wep_ent);
521 switch (frag_attacker.mmm_status)
523 case MMM_STATUS_CIVILIAN: frag_target.killerrole = "\n^3Killer role: ^2Civilian"; return;
524 case MMM_STATUS_MURDERER: frag_target.killerrole = "\n^3Killer role: ^1Murderer"; return;
525 case MMM_STATUS_SLEUTH: frag_target.killerrole = "\n^3Killer role: ^4Sleuth"; return;
528 //PrintToChatAll(sprintf("frag_attacker.karmapoints: ^1%f", frag_attacker.karmapoints));
531 if(frag_attacker.mmm_status == MMM_STATUS_SLEUTH)
533 if (frag_target.mmm_status == MMM_STATUS_CIVILIAN || frag_target.mmm_status == MMM_STATUS_SLEUTH)
535 //PrintToChatAll("^1DEBUG^7: A ^4Sleuth^7 fragged an ^2Civilian^7/^4Sleuth^7, TOO BAD!");
536 ReduceKarmaPointsandFrags(frag_attacker, frag_target, frag_deathtype, wep_ent);
537 frag_target.killerrole = "\n^3Killer role: ^4Sleuth";
538 //PrintToChatAll(sprintf("frag_attacker.karmapoints: ^1%f", frag_attacker.karmapoints));
542 frag_target.whokilled = frag_attacker.netname;
543 frag_target.killerrole = "\n^3Killer role: ^4Sleuth";
547 if (frag_attacker.mmm_status == MMM_STATUS_CIVILIAN)
549 if (frag_target.mmm_status == MMM_STATUS_SLEUTH)
551 //PrintToChatAll("^1DEBUG^7: An ^2Civilian^7 fragged a ^4Sleuth^7, TOO BAD!");
552 ReduceKarmaPointsandFrags(frag_attacker, frag_target, frag_deathtype, wep_ent);
553 frag_target.killerrole = "\n^3Killer role: ^2Civilian";
557 frag_target.whokilled = frag_attacker.netname;
558 frag_target.killerrole = "\n^3Killer role: ^2Civilian";
562 if (frag_attacker.mmm_status == MMM_STATUS_MURDERER)
564 if (frag_target.mmm_status == MMM_STATUS_CIVILIAN)
566 frag_target.whokilled = frag_attacker.netname;
567 frag_target.killerrole = "\n^3Killer role: ^1Murderer";
571 frag_target.whokilled = frag_attacker.netname;
572 frag_target.killerrole = "\n^3Killer role: ^1Murderer";
575 //if mmm_status is 1, means civilian, 2 means murderer, 3 means sleuth
576 //PrintToChatAll(sprintf("^1DEBUG^7: frag_attacker.mmm_status is ^3%s^7",ftos(frag_attacker.mmm_status)));
577 //PrintToChatAll(sprintf("^1DEBUG^7: frag_target.mmm_status is ^3%s^7",ftos(frag_target.mmm_status)));
581 float frag_deathtype = M_ARGV(3, float);
582 checkWeaponDeathtype(frag_target, frag_deathtype);
585 M_ARGV(5, bool) = true; // anonymous attacker
588 //karma weapon damage, halve the damage attack when player has low karma 20-03-2021
589 MUTATOR_HOOKFUNCTION(mmm, Damage_Calculate)
591 entity attacker = M_ARGV(1, entity);
592 entity target = M_ARGV(2, entity);
593 float deathtype = M_ARGV(3, float);
594 float damage = M_ARGV(4, float);
595 vector force = M_ARGV(6, vector);
596 string corpsemessagestrcat = "";
597 string corpsemsginfo = "";
599 if (autocvar_g_mmm_karma_damageactive != false)
601 if (IS_PLAYER(attacker))
603 if(target == attacker) // damage done to yourself
605 damage /= autocvar_g_weapondamagefactor / (attacker.karmapoints / autocvar_g_mmm_max_karma_points);
606 force /= autocvar_g_weaponforcefactor / (attacker.karmapoints / autocvar_g_mmm_max_karma_points);
608 else if (target != attacker)
610 damage /= autocvar_g_weapondamagefactor / (attacker.karmapoints / autocvar_g_mmm_max_karma_points);
611 force /= autocvar_g_weaponforcefactor / (attacker.karmapoints / autocvar_g_mmm_max_karma_points);
615 damage *= autocvar_g_weapondamagefactor;
616 force *= autocvar_g_weaponforcefactor;
621 //CORPSE DETECTION SKILL 21-03-2021
624 //Shockwave weapon as radar gun to check the corpses 22-03-2021
625 if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE))
627 if (target.killedwithweapon == "")
628 target.killedwithweapon = "UNKNOWN CAUSE";
630 if (target.activekillerrole != true)
632 target.killerrole = "";
633 target.activekillerrole = false;
636 string killedbyphrase = strcat("^3Killed by:^7 ", target.whokilled, target.killerrole);
637 string wepkilledphrase = strcat("^3Cause:^7 ", target.killedwithweapon);
638 if (target.whokilled == "")
641 if (target.killedwithweapon == "")
642 wepkilledphrase = "^3Cause:^7 UNKNOWN CAUSE";
647 if (target.mmm_status == MMM_STATUS_CIVILIAN)
649 //try to add centerprint message for chat privately if possible
650 corpsemessagestrcat = strcat("^5DEAD PLAYER DETAILS^7: \n^3Name:^7 ", target.netname, "\n^3Role: ^2Civilian", "\n", killedbyphrase, "\n", wepkilledphrase);
651 corpsemsginfo = strcat("^5DEAD PLAYER DETAILS^7: ^3Name:^7 ", target.netname, "; ^3Role: ^2Civilian", "; ", 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_MURDERER)
658 corpsemessagestrcat = strcat("^5DEAD PLAYER DETAILS^7: \n^3Name:^7 ", target.netname, "\n^3Role: ^1Murderer", "\n", killedbyphrase, "\n", wepkilledphrase);
659 corpsemsginfo = strcat("^5DEAD PLAYER DETAILS^7: ^3Name:^7 ", target.netname, "; ^3Role: ^1Murderer", "; ", 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 else if (target.mmm_status == MMM_STATUS_SLEUTH)
666 corpsemessagestrcat = strcat("^5DEAD PLAYER DETAILS^7: \n^3Name:^7 ", target.netname, "\n^3Role: ^4Sleuth", "\n", killedbyphrase, "\n", wepkilledphrase);
667 corpsemsginfo = strcat("^5DEAD PLAYER DETAILS^7: ^3Name:^7 ", target.netname, "; ^3Role: ^4Sleuth", "; ", killedbyphrase, "; ", wepkilledphrase);
668 //centerprint(attacker, strcat(BOLD_OPERATOR, corpsemessagestrcat));
669 Send_Notification(NOTIF_ONE_ONLY, attacker, MSG_CENTER, CENTER_MMM_CORPSEDETECTION, corpsemessagestrcat);
670 Send_Notification(NOTIF_ONE_ONLY, attacker, MSG_INFO, INFO_MMM_CORPSEDETECTION, corpsemsginfo);
672 attacker.investigated = true;
676 M_ARGV(4, float) = damage;
677 M_ARGV(6, vector) = force;
680 MUTATOR_HOOKFUNCTION(mmm, PlayerPreThink)
682 entity player = M_ARGV(0, entity);
684 if(IS_PLAYER(player) || player.caplayer)
686 // update the scoreboard colour display to out the real killer at the end of the round
687 // running this every frame to avoid cheats
688 int plcolor = MMM_COLOR_CIVILIAN;
689 if(player.mmm_status == MMM_STATUS_CIVILIAN && game_stopped) //Civilian status by default
690 plcolor = MMM_COLOR_CIVILIAN;
691 if(player.mmm_status == MMM_STATUS_MURDERER && game_stopped)
692 plcolor = MMM_COLOR_MURDERER;
693 //LegendGuard adds for Sleuth 21-02-2021
694 if(player.mmm_status == MMM_STATUS_SLEUTH)// && game_stopped)
695 plcolor = MMM_COLOR_SLEUTH;
696 setcolor(player, plcolor);
699 //CORPSE FEATURE 10-03-2021
702 player.event_damage = func_null;
704 player.solid = SOLID_CORPSE;
705 set_movetype(player, MOVETYPE_STEP); //test with MOVETYPE_TOSS or MOVETYPE_WALK (it's like sliding object) or MOVETYPE_BOUNCE (maybe not good)
709 MUTATOR_HOOKFUNCTION(mmm, PlayerSpawn)
711 entity player = M_ARGV(0, entity);
713 player.mmm_status = 0;
714 player.mmm_validkills = 0;
717 eliminatedPlayers.SendFlags |= 1;
720 MUTATOR_HOOKFUNCTION(mmm, ForbidSpawn)
722 entity player = M_ARGV(0, entity);
724 // spectators / observers that weren't playing can join; they are
725 // immediately forced to observe in the PutClientInServer hook
726 // this way they are put in a team and can play in the next round
727 if (!allowed_to_spawn && player.caplayer)
732 MUTATOR_HOOKFUNCTION(mmm, PutClientInServer)
734 entity player = M_ARGV(0, entity);
736 if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
738 TRANSMUTE(Observer, player);
739 if (CS(player).jointime != time && !player.caplayer) // not when connecting
741 player.caplayer = 0.5;
742 Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
747 MUTATOR_HOOKFUNCTION(mmm, reset_map_players)
749 FOREACH_CLIENT(true, {
750 CS(it).killcount = 0;
752 mmm_FakeTimeLimit(it, -1); // restore original timelimit
753 if (!it.caplayer && IS_BOT_CLIENT(it))
757 TRANSMUTE(Player, it);
759 it.respawn_flags = RESPAWN_SILENT; //CSQC print output respawn lib.qh error fix
760 PutClientInServer(it);
763 bot_relinkplayerlist();
767 MUTATOR_HOOKFUNCTION(mmm, reset_map_global)
769 allowed_to_spawn = true;
773 entity mmm_LastPlayerForTeam(entity this)
775 entity last_pl = NULL;
776 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
777 if (!IS_DEAD(it) && this.mmm_status == it.mmm_status)
790 void mmm_LastPlayerForTeam_Notify(entity this)
792 if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
794 entity pl = mmm_LastPlayerForTeam(this);
796 Send_Notification(NOTIF_ONE_ONLY, pl, MSG_CENTER, CENTER_ALONE);
800 MUTATOR_HOOKFUNCTION(mmm, PlayerDies)
802 entity frag_attacker = M_ARGV(1, entity);
803 entity frag_target = M_ARGV(2, entity);
804 //float frag_deathtype = M_ARGV(3, float);
806 mmm_LastPlayerForTeam_Notify(frag_target);
807 if (!allowed_to_spawn)
809 frag_target.respawn_flags = RESPAWN_DENY;
810 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
811 frag_target.respawn_time = time + 2;
813 frag_target.respawn_flags |= RESPAWN_DENY;
814 frag_target.event_damage = func_null;
815 frag_target.health = 0;
818 eliminatedPlayers.SendFlags |= 1;
820 //if(frag_attacker.mmm_status == frag_target.mmm_status)
821 // killed an ally! punishment is sentenced
822 if(frag_attacker.mmm_status == MMM_STATUS_SLEUTH)
824 if (frag_target.mmm_status == MMM_STATUS_CIVILIAN)
826 //PrintToChatAll("^1DEBUG^7: ^4SLEUTH ^1DAMAGE/DEAD^7 HAS TAKEN!");
827 Damage(frag_attacker, frag_attacker, frag_attacker, autocvar_g_mmm_karma_damagepunishmentdeal, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
830 if (frag_attacker.mmm_status == MMM_STATUS_CIVILIAN)
832 if (frag_target.mmm_status == MMM_STATUS_SLEUTH)
834 //PrintToChatAll("^1DEBUG^7: ^2CIVILIAN ^1DAMAGE/DEAD^7 HAS TAKEN!");
835 Damage(frag_attacker, frag_attacker, frag_attacker, autocvar_g_mmm_karma_damagepunishmentdeal, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
838 if (frag_attacker.mmm_status == MMM_STATUS_MURDERER)
840 if (frag_target.mmm_status == MMM_STATUS_MURDERER)
842 //PrintToChatAll("^1DEBUG^7: ^1MURDERER ^1DAMAGE/DEAD^7 HAS TAKEN!");
843 Damage(frag_attacker, frag_attacker, frag_attacker, autocvar_g_mmm_karma_damagepunishmentdeal, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
849 MUTATOR_HOOKFUNCTION(mmm, ClientDisconnect)
851 entity player = M_ARGV(0, entity);
853 if (IS_PLAYER(player) && !IS_DEAD(player))
854 mmm_LastPlayerForTeam_Notify(player);
858 MUTATOR_HOOKFUNCTION(mmm, MakePlayerObserver)
860 entity player = M_ARGV(0, entity);
862 if (IS_PLAYER(player) && !IS_DEAD(player))
863 mmm_LastPlayerForTeam_Notify(player);
864 if (player.killindicator_teamchange == -2) // player wants to spectate
867 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
869 eliminatedPlayers.SendFlags |= 1;
870 if (!player.caplayer)
872 player.mmm_validkills = 0;
873 player.mmm_status = 0;
874 mmm_FakeTimeLimit(player, -1); // restore original timelimit
875 return false; // allow team reset
877 return true; // prevent team reset
880 MUTATOR_HOOKFUNCTION(mmm, Scores_CountFragsRemaining)
882 // announce remaining frags?
886 MUTATOR_HOOKFUNCTION(mmm, GiveFragsForKill, CBC_ORDER_FIRST)
888 entity frag_attacker = M_ARGV(0, entity);
889 if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
890 frag_attacker.mmm_validkills += M_ARGV(2, float);
891 M_ARGV(2, float) = 0; // score will be given to the winner when the round ends
895 MUTATOR_HOOKFUNCTION(mmm, AddPlayerScore)
897 // add scorefield for scoreboard here
898 entity scorefield = M_ARGV(0, entity);
899 if(scorefield == SP_KILLS || scorefield == SP_DEATHS || scorefield == SP_SUICIDES || scorefield == SP_DMG || scorefield == SP_DMGTAKEN)
900 M_ARGV(1, float) = 0; // don't report that the player has killed or been killed, that would out them as a murderer!
903 MUTATOR_HOOKFUNCTION(mmm, CalculateRespawnTime)
905 // no respawn calculations needed, player is forced to spectate anyway
909 MUTATOR_HOOKFUNCTION(mmm, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
911 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
912 if (IS_PLAYER(it) || it.caplayer == 1)
919 MUTATOR_HOOKFUNCTION(mmm, ClientCommand_Spectate)
921 entity player = M_ARGV(0, entity);
925 // they're going to spec, we can do other checks
926 if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
927 Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
928 return MUT_SPECCMD_FORCE;
931 return MUT_SPECCMD_CONTINUE;
934 MUTATOR_HOOKFUNCTION(mmm, GetPlayerStatus)
936 entity player = M_ARGV(0, entity);
938 return player.caplayer == 1;
941 MUTATOR_HOOKFUNCTION(mmm, BotShouldAttack)
943 entity bot = M_ARGV(0, entity);
944 entity targ = M_ARGV(1, entity);
946 if(targ.mmm_status == bot.mmm_status)
951 // LegendGuard fixed the problem of Sleuths and Civilians attacking each other 26-03-2021
952 if(bot.mmm_status == MMM_STATUS_SLEUTH)
954 if(targ.mmm_status == MMM_STATUS_CIVILIAN)