#ifdef IMPLEMENTATION float autocvar_g_campcheck_damage; float autocvar_g_campcheck_distance; float autocvar_g_campcheck_interval; REGISTER_MUTATOR(campcheck, cvar("g_campcheck")); .float campcheck_nextcheck; .float campcheck_traveled_distance; MUTATOR_HOOKFUNCTION(campcheck, PlayerDies) { Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK); return false; } MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate) { 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; } return false; } MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink) {SELFPARAM(); if(!gameover) if(!warmup_stage) // don't consider it camping during warmup? if(time >= game_starttime) if(IS_PLAYER(self)) if(IS_REAL_CLIENT(self)) // bots may camp, but that's no reason to constantly kill them if(!IS_DEAD(self)) if(!STAT(FROZEN, self)) if(!PHYS_INPUT_BUTTON_CHAT(self)) if(autocvar_g_campcheck_interval) { vector dist; // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement) dist = self.prevorigin - self.origin; dist.z = 0; self.campcheck_traveled_distance += fabs(vlen(dist)); if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted())) { self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2; self.campcheck_traveled_distance = 0; } if(time > self.campcheck_nextcheck) { if(self.campcheck_traveled_distance < autocvar_g_campcheck_distance) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_CAMPCHECK); if(self.vehicle) Damage(self.vehicle, world, world, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, self.vehicle.origin, '0 0 0'); else 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'); } self.campcheck_nextcheck = time + autocvar_g_campcheck_interval; self.campcheck_traveled_distance = 0; } return false; } self.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date return false; } MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn) {SELFPARAM(); self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2; self.campcheck_traveled_distance = 0; return false; } MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString) { ret_string = strcat(ret_string, ":CampCheck"); return false; } #endif