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_time = time;
183 if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
184 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
186 Freeze(targ, 0, FROZEN_NORMAL, true);
188 freezetag_count_alive_players();
190 freezetag_Add_Score(targ, attacker);
193 bool freezetag_isEliminated(entity e)
195 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
205 void(entity this) havocbot_role_ft_freeing;
206 void(entity this) havocbot_role_ft_offense;
208 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
210 entity best_pl = NULL;
211 float best_dist2 = FLOAT_MAX;
212 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
213 if (STAT(FROZEN, it) == FROZEN_NORMAL)
215 if(vdist(it.origin - org, >, sradius))
217 navigation_routerating(this, it, ratingscale, 2000);
220 && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
221 && vlen2(it.origin - org) < best_dist2)
223 // If teamate is not frozen still seek them out as fight better
225 best_dist2 = vlen2(it.origin - org);
226 if (best_dist2 < 700 ** 2)
229 best_dist2 = 0; // already close to a teammate
236 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
239 void havocbot_role_ft_offense(entity this)
244 if (!this.havocbot_role_timeout)
245 this.havocbot_role_timeout = time + random() * 10 + 20;
247 // Count how many players on team are unfrozen.
249 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
253 // If only one left on team or if role has timed out then start trying to free players.
254 if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
256 LOG_TRACE("changing role to freeing");
257 this.havocbot_role = havocbot_role_ft_freeing;
258 this.havocbot_role_timeout = 0;
262 if (navigation_goalrating_timeout(this))
264 navigation_goalrating_start(this);
265 havocbot_goalrating_items(this, 12000, this.origin, 10000);
266 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
267 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
268 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
269 navigation_goalrating_end(this);
271 navigation_goalrating_timeout_set(this);
275 void havocbot_role_ft_freeing(entity this)
280 if (!this.havocbot_role_timeout)
281 this.havocbot_role_timeout = time + random() * 10 + 20;
283 if (time > this.havocbot_role_timeout)
285 LOG_TRACE("changing role to offense");
286 this.havocbot_role = havocbot_role_ft_offense;
287 this.havocbot_role_timeout = 0;
291 if (navigation_goalrating_timeout(this))
293 navigation_goalrating_start(this);
294 havocbot_goalrating_items(this, 10000, this.origin, 10000);
295 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
296 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
297 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
298 navigation_goalrating_end(this);
300 navigation_goalrating_timeout_set(this);
309 void ft_RemovePlayer(entity this)
311 if (STAT(FROZEN, this) != FROZEN_NORMAL)
312 freezetag_LastPlayerForTeam_Notify(this);
313 Unfreeze(this, false);
315 SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
316 freezetag_count_alive_players();
319 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
321 entity player = M_ARGV(0, entity);
323 ft_RemovePlayer(player);
327 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
329 entity player = M_ARGV(0, entity);
331 ft_RemovePlayer(player);
334 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
336 entity frag_attacker = M_ARGV(1, entity);
337 entity frag_target = M_ARGV(2, entity);
338 float frag_deathtype = M_ARGV(3, float);
340 if(round_handler_IsActive())
341 if(round_handler_CountdownRunning())
343 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
344 Unfreeze(frag_target, true);
345 freezetag_count_alive_players();
346 frag_target.respawn_time = time;
347 frag_target.respawn_flags |= RESPAWN_FORCE;
351 frag_target.respawn_time = time + 1;
352 frag_target.respawn_flags |= RESPAWN_FORCE;
354 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
355 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
356 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
357 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
359 // let the player die, he will be automatically frozen when he respawns
360 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
362 freezetag_Add_Score(frag_target, frag_attacker);
363 freezetag_count_alive_players();
364 freezetag_LastPlayerForTeam_Notify(frag_target);
365 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
369 float t = frag_target.freezetag_frozen_timeout;
370 float t2 = frag_target.freezetag_frozen_time;
371 Unfreeze(frag_target, false); // remove ice
372 // keep timeout value so it can be restored when player will be refrozen on respawn
373 // NOTE this can't be exactly -2 since game starts from time 2
374 frag_target.freezetag_frozen_timeout = -t;
375 frag_target.freezetag_frozen_time = t2;
380 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
383 freezetag_Freeze(frag_target, frag_attacker);
384 freezetag_LastPlayerForTeam_Notify(frag_target);
386 if(frag_attacker == frag_target || frag_attacker == NULL)
388 if(IS_PLAYER(frag_target))
389 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
390 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
394 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
400 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
402 entity player = M_ARGV(0, entity);
404 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
405 return true; // do nothing, round is starting right now
407 if(player.freezetag_frozen_timeout <= -2) // player was dead
409 float t = player.freezetag_frozen_timeout;
410 float t2 = player.freezetag_frozen_time;
411 freezetag_Freeze(player, NULL);
414 player.freezetag_frozen_timeout = -t;
415 player.freezetag_frozen_time = t2;
420 freezetag_count_alive_players();
422 if(round_handler_IsActive())
423 if(round_handler_IsRoundStarted())
425 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
426 freezetag_Freeze(player, NULL);
432 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
434 FOREACH_CLIENT(IS_PLAYER(it), {
435 CS(it).killcount = 0;
436 it.freezetag_revive_time = 0;
437 it.freezetag_frozen_timeout = -1;
438 PutClientInServer(it);
439 it.freezetag_frozen_timeout = 0;
441 freezetag_count_alive_players();
445 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
447 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
451 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
453 entity targ = M_ARGV(0, entity);
454 targ.freezetag_frozen_time = 0;
455 targ.freezetag_frozen_timeout = 0;
458 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
460 entity frag_attacker = M_ARGV(1, entity);
461 entity frag_target = M_ARGV(2, entity);
462 //float frag_deathtype = M_ARGV(3, float);
463 //float frag_damage = M_ARGV(4, float);
464 vector frag_force = M_ARGV(6, vector);
466 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
467 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
470 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
471 && frag_target.freezetag_frozen_timeout > time)
473 if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
475 float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
476 t = vlen(frag_force);
477 // limit hit force considered at once, e.g when you have the Strength
478 // powerup but also with weapons that fire multiple projectiles at once (crylink)
479 if (frag_target.freezetag_frozen_force + t > maxforce)
481 t = max(0, maxforce - frag_target.freezetag_frozen_force);
482 frag_target.freezetag_frozen_force = maxforce;
485 frag_target.freezetag_frozen_force += t;
486 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
488 frag_target.freezetag_frozen_timeout -= t;
489 if (frag_target.freezetag_frozen_timeout < time)
490 frag_target.freezetag_frozen_timeout = time;
495 #ifdef IN_REVIVING_RANGE
496 #undef IN_REVIVING_RANGE
499 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
500 (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
501 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
503 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
508 if(round_handler_IsActive())
509 if(!round_handler_IsRoundStarted())
512 entity player = M_ARGV(0, entity);
513 //if (STAT(FROZEN, player) == FROZEN_NORMAL)
514 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
515 //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);
517 player.freezetag_frozen_force = 0;
519 if (!(frametime && IS_PLAYER(player)))
522 entity revivers_last = NULL;
523 entity revivers_first = NULL;
525 bool player_is_reviving = false;
527 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
528 FOREACH_CLIENT(IS_PLAYER(it), {
529 // check if player is reviving anyone
530 if (STAT(FROZEN, it) == FROZEN_NORMAL)
532 if ((STAT(FROZEN, player) == FROZEN_NORMAL))
534 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
536 player_is_reviving = true;
540 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
541 continue; // both player and it are NOT frozen
542 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
545 // found a teammate that is reviving player
546 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
548 it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
549 while (it.freezetag_revive_time > 1)
551 GameRules_scoring_add(it, SCORE, +1);
552 it.freezetag_revive_time -= 1;
556 revivers_last.chain = it;
563 revivers_last.chain = NULL;
565 // allow normal revival during automatic revival
566 // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
567 //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
568 if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
571 float base_progress = 0;
572 if (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
573 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
575 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
576 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
579 if (!n) // no teammate nearby
581 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
582 if (STAT(FROZEN, player) == FROZEN_NORMAL)
584 if (autocvar_g_freezetag_revive_time_to_score > 0)
586 if (STAT(REVIVE_PROGRESS, player) > base_progress)
588 // reduce auto-revival time based on manual revival progress
589 base_progress = STAT(REVIVE_PROGRESS, player);
590 player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
592 // don't clear revive progress, it would allow stacking points
593 // by entering and exiting the revival zone many times
594 STAT(REVIVE_PROGRESS, player) = base_progress;
597 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
599 else if (!STAT(FROZEN, player) && !player_is_reviving)
600 STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
602 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
604 float spd = autocvar_g_freezetag_revive_speed_t2s;
605 if (autocvar_g_freezetag_revive_time_to_score <= 0)
606 spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
607 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
609 if(STAT(REVIVE_PROGRESS, player) >= 1)
611 float frozen_time = time - player.freezetag_frozen_time;
612 Unfreeze(player, false);
613 SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
614 player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
615 freezetag_count_alive_players();
619 if(autocvar_sv_eventlog)
620 GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
621 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
622 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
626 // EVERY team mate nearby gets a point (even if multiple!)
627 for(entity it = revivers_first; it; it = it.chain)
629 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
630 if (autocvar_g_freezetag_revive_time_to_score <= 0)
631 GameRules_scoring_add(it, SCORE, +1);
632 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
635 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
636 Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
637 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
638 if(autocvar_sv_eventlog)
640 string revivers = "";
641 for(entity it = revivers_first; it; it = it.chain)
642 revivers = strcat(revivers, ftos(it.playerid), ",");
643 revivers = substring(revivers, 0, strlen(revivers) - 1);
644 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
648 for(entity it = revivers_first; it; it = it.chain)
649 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
652 if (STAT(FROZEN, player) == FROZEN_NORMAL)
654 entity player_wp = player.waypointsprite_attached;
655 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
657 WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
658 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
662 WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
663 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
666 WaypointSprite_UpdateMaxHealth(player_wp, 1);
667 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
673 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
675 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
676 if(!cvar("g_use_ammunition"))
677 start_items |= IT_UNLIMITED_AMMO;
679 start_health = warmup_start_health = autocvar_g_ft_start_health;
680 start_armorvalue = warmup_start_armorvalue = autocvar_g_ft_start_armor;
681 start_ammo_shells = warmup_start_ammo_shells = autocvar_g_ft_start_ammo_shells;
682 start_ammo_nails = warmup_start_ammo_nails = autocvar_g_ft_start_ammo_nails;
683 start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
684 start_ammo_cells = warmup_start_ammo_cells = autocvar_g_ft_start_ammo_cells;
685 start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_ft_start_ammo_plasma;
686 start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_ft_start_ammo_fuel;
689 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
691 entity bot = M_ARGV(0, entity);
696 bot.havocbot_role = havocbot_role_ft_freeing;
698 bot.havocbot_role = havocbot_role_ft_offense;
701 // if bots spawn all at once assign them a more appropriated role after a while
702 if (time < CS(bot).jointime + 1)
703 bot.havocbot_role_timeout = time + 10 + random() * 10;
708 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
710 M_ARGV(0, float) = freezetag_teams;
714 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
716 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
717 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
720 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
722 entity frag_attacker = M_ARGV(0, entity);
723 entity frag_target = M_ARGV(1, entity);
724 //float frag_deathtype = M_ARGV(2, float);
725 int kill_count_to_attacker = M_ARGV(3, int);
726 int kill_count_to_target = M_ARGV(4, int);
728 if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
729 return; // target was already frozen, so this is just pushing them off the cliff
731 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));
732 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
733 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
738 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
740 string cmd_name = M_ARGV(0, string);
741 if (cmd_name == "shuffleteams")
742 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
746 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
748 // announce remaining frags
752 void freezetag_Initialize()
754 freezetag_teams = autocvar_g_freezetag_teams_override;
755 if(freezetag_teams < 2)
756 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
758 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
759 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
760 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
761 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
764 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
765 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
767 EliminatedPlayers_Init(freezetag_isEliminated);