20 Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
48 vector dist =
vec2(player.campcheck_prevorigin - player.origin);
49 player.campcheck_traveled_distance +=
fabs(
vlen(dist));
54 player.campcheck_traveled_distance = 0;
57 if(
time > player.campcheck_nextcheck)
61 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CAMPCHECK);
71 player.campcheck_traveled_distance = 0;
80 player.campcheck_prevorigin = player.origin;
88 clone.campcheck_prevorigin = player.campcheck_prevorigin;
96 player.campcheck_traveled_distance = 0;
#define round_handler_IsActive()
#define PHYS_INPUT_BUTTON_CHAT(s)
REGISTER_MUTATOR(campcheck, expr_evaluate(autocvar_g_campcheck))
#define round_handler_IsRoundStarted()
void PlayerPreThink(entity this)
string autocvar_g_campcheck
#define IS_REAL_CLIENT(v)
float autocvar_g_campcheck_interval
float campcheck_traveled_distance
bool weaponLocked(entity player)
vector campcheck_prevorigin
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
bool autocvar_g_campcheck_typecheck
bool campaign_bots_may_start
campaign mode: bots shall spawn but wait for the player to spawn before they do anything in other gam...
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
float campcheck_nextcheck
void CopyBody(entity this, float keepvelocity)
float autocvar_g_balance_armor_blockpercent
float autocvar_g_campcheck_distance
MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
float autocvar_g_campcheck_damage
ERASEABLE bool expr_evaluate(string s)
Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...