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1 #include "sv_freezetag.qh"
2
3 #include <common/resources/sv_resources.qh>
4 #include <server/elimination.qh>
5
6 float autocvar_g_freezetag_frozen_maxtime;
7 float autocvar_g_freezetag_revive_clearspeed;
8 float autocvar_g_freezetag_round_timelimit;
9 //int autocvar_g_freezetag_teams;
10 int autocvar_g_freezetag_teams_override;
11 float autocvar_g_freezetag_warmup;
12
13 float autocvar_g_ft_start_health = 100;
14 float autocvar_g_ft_start_armor = 100;
15 float autocvar_g_ft_start_ammo_shells = 60;
16 float autocvar_g_ft_start_ammo_nails = 320;
17 float autocvar_g_ft_start_ammo_rockets = 160;
18 float autocvar_g_ft_start_ammo_cells = 180;
19 float autocvar_g_ft_start_ammo_plasma = 180;
20 float autocvar_g_ft_start_ammo_fuel = 0;
21
22 void freezetag_count_alive_players()
23 {
24         total_players = 0;
25         for (int i = 1; i <= NUM_TEAMS; ++i)
26         {
27                 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
28         }
29         FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
30         {
31                 ++total_players;
32                 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
33                 {
34                         continue;
35                 }
36                 entity team_ = Entity_GetTeam(it);
37                 int num_alive = Team_GetNumberOfAlivePlayers(team_);
38                 ++num_alive;
39                 Team_SetNumberOfAlivePlayers(team_, num_alive);
40         });
41         FOREACH_CLIENT(IS_REAL_CLIENT(it),
42         {
43                 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1));
44                 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
45                 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
46                 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
47         });
48
49         eliminatedPlayers.SendFlags |= 1;
50 }
51
52 bool freezetag_CheckTeams()
53 {
54         static float prev_missing_teams_mask;
55         if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
56         {
57                 if(prev_missing_teams_mask > 0)
58                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
59                 prev_missing_teams_mask = -1;
60                 return true;
61         }
62         if(total_players == 0)
63         {
64                 if(prev_missing_teams_mask > 0)
65                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
66                 prev_missing_teams_mask = -1;
67                 return false;
68         }
69         int missing_teams_mask = 0;
70         for (int i = 1; i <= NUM_TEAMS; ++i)
71         {
72                 if ((freezetag_teams & Team_IndexToBit(i)) &&
73                         (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
74                 {
75                         missing_teams_mask |= Team_IndexToBit(i);
76                 }
77         }
78         if(prev_missing_teams_mask != missing_teams_mask)
79         {
80                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
81                 prev_missing_teams_mask = missing_teams_mask;
82         }
83         return false;
84 }
85
86 void nades_Clear(entity);
87 void nades_GiveBonus(entity player, float score);
88
89 bool freezetag_CheckWinner()
90 {
91         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
92         {
93                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
94                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
95                 FOREACH_CLIENT(IS_PLAYER(it), {
96                         it.freezetag_frozen_timeout = 0;
97                         it.freezetag_revive_time = 0;
98                         nades_Clear(it);
99                 });
100                 game_stopped = true;
101                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
102                 return true;
103         }
104
105         int winner_team = Team_GetWinnerAliveTeam();
106         if (!winner_team)
107                 return false;
108
109         if(winner_team > 0)
110         {
111                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
112                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
113                 TeamScore_AddToTeam(winner_team, ST_FT_ROUNDS, +1);
114         }
115         else if(winner_team == -1)
116         {
117                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
118                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
119         }
120
121         FOREACH_CLIENT(IS_PLAYER(it), {
122                 it.freezetag_frozen_timeout = 0;
123                 it.freezetag_revive_time = 0;
124                 nades_Clear(it);
125         });
126
127         game_stopped = true;
128         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
129         return true;
130 }
131
132 entity freezetag_LastPlayerForTeam(entity this)
133 {
134         entity last_pl = NULL;
135         FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
136                 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
137                 {
138                         if (!last_pl)
139                                 last_pl = it;
140                         else
141                                 return NULL;
142                 }
143         });
144         return last_pl;
145 }
146
147 void freezetag_LastPlayerForTeam_Notify(entity this)
148 {
149         if(round_handler_IsActive())
150         if(round_handler_IsRoundStarted())
151         {
152                 entity pl = freezetag_LastPlayerForTeam(this);
153                 if(pl)
154                         Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
155         }
156 }
157
158 void freezetag_Add_Score(entity targ, entity attacker)
159 {
160         if(attacker == targ)
161         {
162                 // you froze your own dumb self
163                 // counted as "suicide" already
164                 GameRules_scoring_add(targ, SCORE, -1);
165         }
166         else if(IS_PLAYER(attacker))
167         {
168                 // got frozen by an enemy
169                 // counted as "kill" and "death" already
170                 GameRules_scoring_add(targ, SCORE, -1);
171                 GameRules_scoring_add(attacker, SCORE, +1);
172         }
173         // else nothing - got frozen by the game type rules themselves
174 }
175
176 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
177 void freezetag_Freeze(entity targ, entity attacker)
178 {
179         if(STAT(FROZEN, targ))
180                 return;
181
182         targ.freezetag_frozen_armor = GetResource(targ, RES_ARMOR);
183
184         targ.freezetag_frozen_time = time;
185         if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
186                 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
187
188         Freeze(targ, 0, FROZEN_NORMAL, true);
189
190         freezetag_count_alive_players();
191
192         freezetag_Add_Score(targ, attacker);
193 }
194
195 bool freezetag_isEliminated(entity e)
196 {
197         if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
198                 return true;
199         return false;
200 }
201
202
203 // ================
204 // Bot player logic
205 // ================
206
207 void(entity this) havocbot_role_ft_freeing;
208 void(entity this) havocbot_role_ft_offense;
209
210 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
211 {
212         entity best_pl = NULL;
213         float best_dist2 = FLOAT_MAX;
214         FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
215                 if (STAT(FROZEN, it) == FROZEN_NORMAL)
216                 {
217                         if(vdist(it.origin - org, >, sradius))
218                                 continue;
219                         navigation_routerating(this, it, ratingscale, 2000);
220                 }
221                 else if (best_dist2
222                         && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
223                         && vlen2(it.origin - org) < best_dist2)
224                 {
225                         // If teamate is not frozen still seek them out as fight better
226                         // in a group.
227                         best_dist2 = vlen2(it.origin - org);
228                         if (best_dist2 < 700 ** 2)
229                         {
230                                 best_pl = NULL;
231                                 best_dist2 = 0; // already close to a teammate
232                         }
233                         else
234                                 best_pl = it;
235                 }
236         });
237         if (best_pl)
238                 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
239 }
240
241 void havocbot_role_ft_offense(entity this)
242 {
243         if(IS_DEAD(this))
244                 return;
245
246         if (!this.havocbot_role_timeout)
247                 this.havocbot_role_timeout = time + random() * 10 + 20;
248
249         // Count how many players on team are unfrozen.
250         int unfrozen = 0;
251         FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
252                 unfrozen++;
253         });
254
255         // If only one left on team or if role has timed out then start trying to free players.
256         if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
257         {
258                 LOG_TRACE("changing role to freeing");
259                 this.havocbot_role = havocbot_role_ft_freeing;
260                 this.havocbot_role_timeout = 0;
261                 return;
262         }
263
264         if (navigation_goalrating_timeout(this))
265         {
266                 navigation_goalrating_start(this);
267                 havocbot_goalrating_items(this, 12000, this.origin, 10000);
268                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
269                 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
270                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
271                 navigation_goalrating_end(this);
272
273                 navigation_goalrating_timeout_set(this);
274         }
275 }
276
277 void havocbot_role_ft_freeing(entity this)
278 {
279         if(IS_DEAD(this))
280                 return;
281
282         if (!this.havocbot_role_timeout)
283                 this.havocbot_role_timeout = time + random() * 10 + 20;
284
285         if (time > this.havocbot_role_timeout)
286         {
287                 LOG_TRACE("changing role to offense");
288                 this.havocbot_role = havocbot_role_ft_offense;
289                 this.havocbot_role_timeout = 0;
290                 return;
291         }
292
293         if (navigation_goalrating_timeout(this))
294         {
295                 navigation_goalrating_start(this);
296                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
297                 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
298                 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
299                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
300                 navigation_goalrating_end(this);
301
302                 navigation_goalrating_timeout_set(this);
303         }
304 }
305
306
307 // ==============
308 // Hook Functions
309 // ==============
310
311 void ft_RemovePlayer(entity this)
312 {
313         if (STAT(FROZEN, this) != FROZEN_NORMAL)
314                 freezetag_LastPlayerForTeam_Notify(this);
315         Unfreeze(this, false);
316
317         SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
318         freezetag_count_alive_players();
319 }
320
321 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
322 {
323         entity player = M_ARGV(0, entity);
324
325         ft_RemovePlayer(player);
326         return true;
327 }
328
329 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
330 {
331         entity player = M_ARGV(0, entity);
332
333         ft_RemovePlayer(player);
334 }
335
336 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
337 {
338         entity frag_attacker = M_ARGV(1, entity);
339         entity frag_target = M_ARGV(2, entity);
340         float frag_deathtype = M_ARGV(3, float);
341
342         if(round_handler_IsActive())
343         if(round_handler_CountdownRunning())
344         {
345                 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
346                         Unfreeze(frag_target, true);
347                 freezetag_count_alive_players();
348                 frag_target.respawn_time = time;
349                 frag_target.respawn_flags |= RESPAWN_FORCE;
350                 return true;
351         }
352
353         frag_target.respawn_time = time + 1;
354         frag_target.respawn_flags |= RESPAWN_FORCE;
355
356         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
357         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
358         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
359                 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
360         {
361                 // let the player die, they will be automatically frozen when they respawn
362                 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
363                 {
364                         freezetag_Add_Score(frag_target, frag_attacker);
365                         freezetag_count_alive_players();
366                         freezetag_LastPlayerForTeam_Notify(frag_target);
367                         frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
368                 }
369                 else
370                 {
371                         // soft-kill: setting health to something >= 1 after death, ammo won't be reset
372                         SetResourceExplicit(frag_target, RES_HEALTH, 1);
373                         // restore armor as it was removed in PlayerDamage
374                         SetResourceExplicit(frag_target, RES_ARMOR, frag_target.freezetag_frozen_armor);
375
376                         // relocate
377                         entity spot = SelectSpawnPoint(frag_target, true);
378                         setorigin(frag_target, spot.origin);
379                         frag_target.oldorigin = frag_target.origin;
380                         frag_target.fixangle = true; // turn this way immediately
381                         frag_target.angles = vec2(spot.angles);
382                         frag_target.velocity = '0 0 0';
383                         frag_target.oldvelocity = frag_target.velocity; // prevents fall damage, see CreatureFrame_FallDamage
384                         frag_target.avelocity = '0 0 0';
385                         frag_target.punchangle = '0 0 0';
386                         frag_target.punchvector = '0 0 0';
387                 }
388                 return true;
389         }
390
391         if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
392                 return true;
393
394         freezetag_Freeze(frag_target, frag_attacker);
395         freezetag_LastPlayerForTeam_Notify(frag_target);
396
397         if(frag_attacker == frag_target || frag_attacker == NULL)
398         {
399                 if(IS_PLAYER(frag_target))
400                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
401                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
402         }
403         else
404         {
405                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
406         }
407
408         return true;
409 }
410
411 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
412 {
413         entity player = M_ARGV(0, entity);
414
415         if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
416                 return true; // do nothing, round is starting right now
417
418         if(player.freezetag_frozen_timeout <= -2) // player was dead
419         {
420                 freezetag_Freeze(player, NULL);
421                 return true;
422         }
423
424         freezetag_count_alive_players();
425
426         if(round_handler_IsActive())
427         if(round_handler_IsRoundStarted())
428         {
429                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
430                 freezetag_Freeze(player, NULL);
431         }
432
433         return true;
434 }
435
436 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
437 {
438         FOREACH_CLIENT(IS_PLAYER(it), {
439                 CS(it).killcount = 0;
440                 it.freezetag_revive_time = 0;
441                 it.freezetag_frozen_timeout = -1;
442                 PutClientInServer(it);
443                 it.freezetag_frozen_timeout = 0;
444         });
445         freezetag_count_alive_players();
446         return true;
447 }
448
449 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
450 {
451         M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
452         return true;
453 }
454
455 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
456 {
457         entity targ = M_ARGV(0, entity);
458         targ.freezetag_frozen_time = 0;
459         targ.freezetag_frozen_timeout = 0;
460 }
461
462 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
463 {
464         entity frag_attacker = M_ARGV(1, entity);
465         entity frag_target = M_ARGV(2, entity);
466         //float frag_deathtype = M_ARGV(3, float);
467         //float frag_damage = M_ARGV(4, float);
468         vector frag_force = M_ARGV(6, vector);
469
470         if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
471                 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
472         {
473                 float t = 0;
474                 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
475                         && frag_target.freezetag_frozen_timeout > time)
476                 {
477                         if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
478                         {
479                                 float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
480                                 t = vlen(frag_force);
481                                 // limit hit force considered at once, e.g when you have the Strength
482                                 // powerup but also with weapons that fire multiple projectiles at once (crylink)
483                                 if (frag_target.freezetag_frozen_force + t > maxforce)
484                                 {
485                                         t = max(0, maxforce - frag_target.freezetag_frozen_force);
486                                         frag_target.freezetag_frozen_force = maxforce;
487                                 }
488                                 else
489                                         frag_target.freezetag_frozen_force += t;
490                                 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
491                         }
492                         frag_target.freezetag_frozen_timeout -= t;
493                         if (frag_target.freezetag_frozen_timeout < time)
494                                 frag_target.freezetag_frozen_timeout = time;
495                 }
496         }
497 }
498
499 #ifdef IN_REVIVING_RANGE
500         #undef IN_REVIVING_RANGE
501 #endif
502
503 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
504         (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
505         && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
506
507 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
508 {
509         if(game_stopped)
510                 return true;
511
512         if(round_handler_IsActive())
513         if(!round_handler_IsRoundStarted())
514                 return true;
515
516         entity player = M_ARGV(0, entity);
517         //if (STAT(FROZEN, player) == FROZEN_NORMAL)
518         //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
519                 //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
520
521         player.freezetag_frozen_force = 0;
522
523         if (!(frametime && IS_PLAYER(player)))
524                 return true;
525
526         entity revivers_last = NULL;
527         entity revivers_first = NULL;
528
529         bool player_is_reviving = false;
530         int n = 0;
531         vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
532         FOREACH_CLIENT(IS_PLAYER(it), {
533                 // check if player is reviving anyone
534                 if (STAT(FROZEN, it) == FROZEN_NORMAL)
535                 {
536                         if ((STAT(FROZEN, player) == FROZEN_NORMAL))
537                                 continue;
538                         if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
539                                 continue;
540                         player_is_reviving = true;
541                         break;
542                 }
543
544                 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
545                         continue; // both player and it are NOT frozen
546                 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
547                         continue;
548
549                 // found a teammate that is reviving player
550                 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
551                 {
552                         it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
553                         while (it.freezetag_revive_time > 1)
554                         {
555                                 GameRules_scoring_add(it, SCORE, +1);
556                                 it.freezetag_revive_time -= 1;
557                         }
558                 }
559                 if (revivers_last)
560                         revivers_last.chain = it;
561                 revivers_last = it;
562                 if (!revivers_first)
563                         revivers_first = it;
564                 ++n;
565         });
566         if (revivers_last)
567                 revivers_last.chain = NULL;
568
569         // allow normal revival during automatic revival
570         // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
571         //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
572         if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
573                 n = -1;
574
575         float base_progress = 0;
576         if  (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
577                 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
578         {
579                 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
580                 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
581         }
582
583         if (!n) // no teammate nearby
584         {
585                 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
586                 if (STAT(FROZEN, player) == FROZEN_NORMAL)
587                 {
588                         if (autocvar_g_freezetag_revive_time_to_score > 0)
589                         {
590                                 if (STAT(REVIVE_PROGRESS, player) > base_progress)
591                                 {
592                                         // reduce auto-revival time based on manual revival progress
593                                         base_progress = STAT(REVIVE_PROGRESS, player);
594                                         player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
595                                 }
596                                 // don't clear revive progress, it would allow stacking points
597                                 // by entering and exiting the revival zone many times
598                                 STAT(REVIVE_PROGRESS, player) = base_progress;
599                         }
600                         else
601                                 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
602                 }
603                 else if (!STAT(FROZEN, player) && !player_is_reviving)
604                         STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
605         }
606         else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
607         {
608                 float spd = autocvar_g_freezetag_revive_speed_t2s;
609                 if (autocvar_g_freezetag_revive_time_to_score <= 0)
610                         spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
611                 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
612
613                 if(STAT(REVIVE_PROGRESS, player) >= 1)
614                 {
615                         float frozen_time = time - player.freezetag_frozen_time;
616                         Unfreeze(player, false);
617                         SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
618                         player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
619                         freezetag_count_alive_players();
620
621                         if(n == -1)
622                         {
623                                 if(autocvar_sv_eventlog)
624                                         GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
625                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
626                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
627                                 return true;
628                         }
629
630                         // EVERY team mate nearby gets a point (even if multiple!)
631                         for(entity it = revivers_first; it; it = it.chain)
632                         {
633                                 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
634                                 if (autocvar_g_freezetag_revive_time_to_score <= 0)
635                                         GameRules_scoring_add(it, SCORE, +1);
636                                 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
637                         }
638
639                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
640                         Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
641                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
642                         if(autocvar_sv_eventlog)
643                         {
644                                 string revivers = "";
645                                 for(entity it = revivers_first; it; it = it.chain)
646                                         revivers = strcat(revivers, ftos(it.playerid), ",");
647                                 revivers = substring(revivers, 0, strlen(revivers) - 1);
648                                 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
649                         }
650                 }
651
652                 for(entity it = revivers_first; it; it = it.chain)
653                         STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
654         }
655
656         if (STAT(FROZEN, player) == FROZEN_NORMAL)
657         {
658                 entity player_wp = player.waypointsprite_attached;
659                 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
660                 {
661                         WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
662                         WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
663                 }
664                 else
665                 {
666                         WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
667                         WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
668                 }
669
670                 WaypointSprite_UpdateMaxHealth(player_wp, 1);
671                 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
672         }
673
674         return true;
675 }
676
677 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
678 {
679         start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
680         if(!cvar("g_use_ammunition"))
681                 start_items |= IT_UNLIMITED_AMMO;
682
683         start_health       = warmup_start_health       = autocvar_g_ft_start_health;
684         start_armorvalue   = warmup_start_armorvalue   = autocvar_g_ft_start_armor;
685         start_ammo_shells  = warmup_start_ammo_shells  = autocvar_g_ft_start_ammo_shells;
686         start_ammo_nails   = warmup_start_ammo_nails   = autocvar_g_ft_start_ammo_nails;
687         start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
688         start_ammo_cells   = warmup_start_ammo_cells   = autocvar_g_ft_start_ammo_cells;
689         start_ammo_plasma  = warmup_start_ammo_plasma  = autocvar_g_ft_start_ammo_plasma;
690         start_ammo_fuel    = warmup_start_ammo_fuel    = autocvar_g_ft_start_ammo_fuel;
691 }
692
693 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
694 {
695         entity bot = M_ARGV(0, entity);
696
697         if (!IS_DEAD(bot))
698         {
699                 if (random() < 0.5)
700                         bot.havocbot_role = havocbot_role_ft_freeing;
701                 else
702                         bot.havocbot_role = havocbot_role_ft_offense;
703         }
704
705         // if bots spawn all at once assign them a more appropriated role after a while
706         if (time < CS(bot).jointime + 1)
707                 bot.havocbot_role_timeout = time + 10 + random() * 10;
708
709         return true;
710 }
711
712 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
713 {
714         M_ARGV(0, float) = freezetag_teams;
715         return true;
716 }
717
718 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
719 {
720         if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
721                 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
722 }
723
724 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
725 {
726         entity frag_attacker = M_ARGV(0, entity);
727         entity frag_target = M_ARGV(1, entity);
728         //float frag_deathtype = M_ARGV(2, float);
729         int kill_count_to_attacker = M_ARGV(3, int);
730         int kill_count_to_target = M_ARGV(4, int);
731
732         if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
733                 return; // target was already frozen, so this is just pushing them off the cliff
734
735         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
736         Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
737                 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
738
739         return true;
740 }
741
742 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
743 {
744         string cmd_name = M_ARGV(0, string);
745         if (cmd_name == "shuffleteams")
746                 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
747         return false;
748 }
749
750 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
751 {
752         // announce remaining frags
753         return true;
754 }
755
756 void freezetag_Initialize()
757 {
758         freezetag_teams = autocvar_g_freezetag_teams_override;
759         if(freezetag_teams < 2)
760                 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
761
762         freezetag_teams = BITS(bound(2, freezetag_teams, 4));
763         GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
764                 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
765                 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
766         });
767
768         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
769         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
770
771         EliminatedPlayers_Init(freezetag_isEliminated);
772 }