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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         Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
14         return false;
15 }
16
17 MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate)
18 {
19         entity frag_attacker = M_ARGV(1, entity);
20         entity frag_target = M_ARGV(2, entity);
21
22         if(IS_PLAYER(frag_target))
23         if(IS_PLAYER(frag_attacker))
24         if(frag_attacker != frag_target)
25         {
26                 frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
27                 frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
28         }
29
30         return false;
31 }
32
33 MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
34 {SELFPARAM();
35         if(!gameover)
36         if(!warmup_stage) // don't consider it camping during warmup?
37         if(time >= game_starttime)
38         if(IS_PLAYER(self))
39         if(IS_REAL_CLIENT(self)) // bots may camp, but that's no reason to constantly kill them
40         if(!IS_DEAD(self))
41         if(!STAT(FROZEN, self))
42         if(!PHYS_INPUT_BUTTON_CHAT(self))
43         if(autocvar_g_campcheck_interval)
44         {
45                 vector dist;
46
47                 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
48                 dist = self.prevorigin - self.origin;
49                 dist.z = 0;
50                 self.campcheck_traveled_distance += fabs(vlen(dist));
51
52                 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
53                 {
54                         self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
55                         self.campcheck_traveled_distance = 0;
56                 }
57
58                 if(time > self.campcheck_nextcheck)
59                 {
60                         if(self.campcheck_traveled_distance < autocvar_g_campcheck_distance)
61                         {
62                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_CAMPCHECK);
63                                 if(self.vehicle)
64                                         Damage(self.vehicle, world, world, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, self.vehicle.origin, '0 0 0');
65                                 else
66                                         Damage(self, world, world, bound(0, autocvar_g_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP.m_id, self.origin, '0 0 0');
67                         }
68                         self.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
69                         self.campcheck_traveled_distance = 0;
70                 }
71
72                 return false;
73         }
74
75         self.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
76         return false;
77 }
78
79 MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
80 {
81         entity player = M_ARGV(0, entity);
82
83         player.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
84         player.campcheck_traveled_distance = 0;
85 }
86
87 MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
88 {
89         ret_string = strcat(ret_string, ":CampCheck");
90         return false;
91 }
92 #endif