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)
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 REGISTER_MUTATOR(...)
#define MUTATOR_HOOKFUNCTION(...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
#define PHYS_INPUT_BUTTON_CHAT(s)
ERASEABLE bool expr_evaluate(string s)
Evaluate an expression of the form: [+ | -]?
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
float autocvar_g_balance_armor_blockpercent
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
void Kill_Notification(NOTIF broadcast, entity client, MSG net_type, CPID net_cpid)
#define round_handler_IsActive()
#define round_handler_IsRoundStarted()
bool campaign_bots_may_start
campaign mode: bots shall spawn but wait for the player to spawn before they do anything in other gam...
void CopyBody(entity this, float keepvelocity)
bool autocvar_g_campcheck_typecheck
float campcheck_nextcheck
float campcheck_traveled_distance
float autocvar_g_campcheck_damage
float autocvar_g_campcheck_distance
vector campcheck_prevorigin
float autocvar_g_campcheck_interval
string autocvar_g_campcheck
#define IS_REAL_CLIENT(v)
bool weaponLocked(entity player)