1 #include "sv_freezetag.qh"
3 #include <common/resources/sv_resources.qh>
4 #include <server/elimination.qh>
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;
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;
22 void freezetag_count_alive_players()
25 for (int i = 1; i <= NUM_TEAMS; ++i)
27 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
29 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
32 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
36 entity team_ = Entity_GetTeam(it);
37 int num_alive = Team_GetNumberOfAlivePlayers(team_);
39 Team_SetNumberOfAlivePlayers(team_, num_alive);
41 FOREACH_CLIENT(IS_REAL_CLIENT(it),
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));
49 eliminatedPlayers.SendFlags |= 1;
52 bool freezetag_CheckTeams()
54 static float prev_missing_teams_mask;
55 if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
57 if(prev_missing_teams_mask > 0)
58 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
59 prev_missing_teams_mask = -1;
62 if(total_players == 0)
64 if(prev_missing_teams_mask > 0)
65 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
66 prev_missing_teams_mask = -1;
69 int missing_teams_mask = 0;
70 for (int i = 1; i <= NUM_TEAMS; ++i)
72 if ((freezetag_teams & Team_IndexToBit(i)) &&
73 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
75 missing_teams_mask |= Team_IndexToBit(i);
78 if(prev_missing_teams_mask != missing_teams_mask)
80 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
81 prev_missing_teams_mask = missing_teams_mask;
86 void nades_Clear(entity);
87 void nades_GiveBonus(entity player, float score);
89 bool freezetag_CheckWinner()
91 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
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;
101 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
105 int winner_team = Team_GetWinnerAliveTeam();
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);
115 else if(winner_team == -1)
117 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
118 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
121 FOREACH_CLIENT(IS_PLAYER(it), {
122 it.freezetag_frozen_timeout = 0;
123 it.freezetag_revive_time = 0;
128 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
132 entity freezetag_LastPlayerForTeam(entity this)
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)
147 void freezetag_LastPlayerForTeam_Notify(entity this)
149 if(round_handler_IsActive())
150 if(round_handler_IsRoundStarted())
152 entity pl = freezetag_LastPlayerForTeam(this);
154 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
158 void freezetag_Add_Score(entity targ, entity attacker)
162 // you froze your own dumb self
163 // counted as "suicide" already
164 GameRules_scoring_add(targ, SCORE, -1);
166 else if(IS_PLAYER(attacker))
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);
173 // else nothing - got frozen by the game type rules themselves
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)
179 if(STAT(FROZEN, targ))
182 targ.freezetag_frozen_armor = GetResource(targ, RES_ARMOR);
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;
188 Freeze(targ, 0, FROZEN_NORMAL, true);
190 freezetag_count_alive_players();
192 freezetag_Add_Score(targ, attacker);
195 bool freezetag_isEliminated(entity e)
197 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
207 void(entity this) havocbot_role_ft_freeing;
208 void(entity this) havocbot_role_ft_offense;
210 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
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)
217 if(vdist(it.origin - org, >, sradius))
219 navigation_routerating(this, it, ratingscale, 2000);
222 && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
223 && vlen2(it.origin - org) < best_dist2)
225 // If teamate is not frozen still seek them out as fight better
227 best_dist2 = vlen2(it.origin - org);
228 if (best_dist2 < 700 ** 2)
231 best_dist2 = 0; // already close to a teammate
238 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
241 void havocbot_role_ft_offense(entity this)
246 if (!this.havocbot_role_timeout)
247 this.havocbot_role_timeout = time + random() * 10 + 20;
249 // Count how many players on team are unfrozen.
251 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
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)
258 LOG_TRACE("changing role to freeing");
259 this.havocbot_role = havocbot_role_ft_freeing;
260 this.havocbot_role_timeout = 0;
264 if (navigation_goalrating_timeout(this))
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);
273 navigation_goalrating_timeout_set(this);
277 void havocbot_role_ft_freeing(entity this)
282 if (!this.havocbot_role_timeout)
283 this.havocbot_role_timeout = time + random() * 10 + 20;
285 if (time > this.havocbot_role_timeout)
287 LOG_TRACE("changing role to offense");
288 this.havocbot_role = havocbot_role_ft_offense;
289 this.havocbot_role_timeout = 0;
293 if (navigation_goalrating_timeout(this))
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);
302 navigation_goalrating_timeout_set(this);
311 void ft_RemovePlayer(entity this)
313 if (STAT(FROZEN, this) != FROZEN_NORMAL)
314 freezetag_LastPlayerForTeam_Notify(this);
315 Unfreeze(this, false);
317 SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
318 freezetag_count_alive_players();
321 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
323 entity player = M_ARGV(0, entity);
325 ft_RemovePlayer(player);
329 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
331 entity player = M_ARGV(0, entity);
333 ft_RemovePlayer(player);
336 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
338 entity frag_attacker = M_ARGV(1, entity);
339 entity frag_target = M_ARGV(2, entity);
340 float frag_deathtype = M_ARGV(3, float);
342 if(round_handler_IsActive())
343 if(round_handler_CountdownRunning())
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;
353 frag_target.respawn_time = time + 1;
354 frag_target.respawn_flags |= RESPAWN_FORCE;
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)
361 // let the player die, they will be automatically frozen when they respawn
362 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
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
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);
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';
391 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
394 freezetag_Freeze(frag_target, frag_attacker);
395 freezetag_LastPlayerForTeam_Notify(frag_target);
397 if(frag_attacker == frag_target || frag_attacker == NULL)
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);
405 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
411 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
413 entity player = M_ARGV(0, entity);
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
418 if(player.freezetag_frozen_timeout <= -2) // player was dead
420 freezetag_Freeze(player, NULL);
424 freezetag_count_alive_players();
426 if(round_handler_IsActive())
427 if(round_handler_IsRoundStarted())
429 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
430 freezetag_Freeze(player, NULL);
436 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
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;
445 freezetag_count_alive_players();
449 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
451 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
455 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
457 entity targ = M_ARGV(0, entity);
458 targ.freezetag_frozen_time = 0;
459 targ.freezetag_frozen_timeout = 0;
462 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
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);
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)
474 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
475 && frag_target.freezetag_frozen_timeout > time)
477 if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
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)
485 t = max(0, maxforce - frag_target.freezetag_frozen_force);
486 frag_target.freezetag_frozen_force = maxforce;
489 frag_target.freezetag_frozen_force += t;
490 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
492 frag_target.freezetag_frozen_timeout -= t;
493 if (frag_target.freezetag_frozen_timeout < time)
494 frag_target.freezetag_frozen_timeout = time;
499 #ifdef IN_REVIVING_RANGE
500 #undef IN_REVIVING_RANGE
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))
507 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
512 if(round_handler_IsActive())
513 if(!round_handler_IsRoundStarted())
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);
521 player.freezetag_frozen_force = 0;
523 if (!(frametime && IS_PLAYER(player)))
526 entity revivers_last = NULL;
527 entity revivers_first = NULL;
529 bool player_is_reviving = false;
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)
536 if ((STAT(FROZEN, player) == FROZEN_NORMAL))
538 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
540 player_is_reviving = true;
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))
549 // found a teammate that is reviving player
550 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
552 it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
553 while (it.freezetag_revive_time > 1)
555 GameRules_scoring_add(it, SCORE, +1);
556 it.freezetag_revive_time -= 1;
560 revivers_last.chain = it;
567 revivers_last.chain = NULL;
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)
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)
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);
583 if (!n) // no teammate nearby
585 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
586 if (STAT(FROZEN, player) == FROZEN_NORMAL)
588 if (autocvar_g_freezetag_revive_time_to_score > 0)
590 if (STAT(REVIVE_PROGRESS, player) > base_progress)
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));
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;
601 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
603 else if (!STAT(FROZEN, player) && !player_is_reviving)
604 STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
606 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
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);
613 if(STAT(REVIVE_PROGRESS, player) >= 1)
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();
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);
630 // EVERY team mate nearby gets a point (even if multiple!)
631 for(entity it = revivers_first; it; it = it.chain)
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);
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)
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));
652 for(entity it = revivers_first; it; it = it.chain)
653 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
656 if (STAT(FROZEN, player) == FROZEN_NORMAL)
658 entity player_wp = player.waypointsprite_attached;
659 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
661 WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
662 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
666 WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
667 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
670 WaypointSprite_UpdateMaxHealth(player_wp, 1);
671 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
677 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
679 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
680 if(!cvar("g_use_ammunition"))
681 start_items |= IT_UNLIMITED_AMMO;
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;
693 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
695 entity bot = M_ARGV(0, entity);
700 bot.havocbot_role = havocbot_role_ft_freeing;
702 bot.havocbot_role = havocbot_role_ft_offense;
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;
712 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
714 M_ARGV(0, float) = freezetag_teams;
718 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
720 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
721 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
724 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
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);
732 if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
733 return; // target was already frozen, so this is just pushing them off the cliff
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));
742 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
744 string cmd_name = M_ARGV(0, string);
745 if (cmd_name == "shuffleteams")
746 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
750 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
752 // announce remaining frags
756 void freezetag_Initialize()
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
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);
768 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
769 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
771 EliminatedPlayers_Init(freezetag_isEliminated);