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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         return false;
17 }
18
19 MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate)
20 {
21         entity frag_attacker = M_ARGV(1, entity);
22         entity frag_target = M_ARGV(2, entity);
23
24         if(IS_PLAYER(frag_target))
25         if(IS_PLAYER(frag_attacker))
26         if(frag_attacker != frag_target)
27         {
28                 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
29                 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
30         }
31
32         return false;
33 }
34
35 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
36 {
37         entity player = M_ARGV(0, entity);
38
39         if(!gameover)
40         if(!warmup_stage) // don't consider it camping during warmup?
41         if(time >= game_starttime)
42         if(IS_PLAYER(player))
43         if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
44         if(!IS_DEAD(player))
45         if(!STAT(FROZEN, player))
46         if(!PHYS_INPUT_BUTTON_CHAT(player))
47         if(autocvar_g_campcheck_interval)
48         {
49                 vector dist;
50
51                 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
52                 dist = player.prevorigin - player.origin;
53                 dist.z = 0;
54                 player.campcheck_traveled_distance += fabs(vlen(dist));
55
56                 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
57                 {
58                         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
59                         player.campcheck_traveled_distance = 0;
60                 }
61
62                 if(time > player.campcheck_nextcheck)
63                 {
64                         if(player.campcheck_traveled_distance < autocvar_g_campcheck_distance)
65                         {
66                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK);
67                                 if(player.vehicle)
68                                         Damage(player.vehicle, world, world, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, player.vehicle.origin, '0 0 0');
69                                 else
70                                         Damage(player, world, world, 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                         }
72                         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
73                         player.campcheck_traveled_distance = 0;
74                 }
75
76                 return;
77         }
78
79         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
80 }
81
82 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
83 {
84         entity player = M_ARGV(0, entity);
85
86         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
87         player.campcheck_traveled_distance = 0;
88 }
89
90 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
91 {
92         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":CampCheck");;
93 }
94 #endif