1 #include "sv_freezetag.qh"
3 #include <server/elimination.qh>
4 #include <server/resources.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 void freezetag_count_alive_players()
16 for (int i = 1; i <= NUM_TEAMS; ++i)
18 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
20 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
23 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
27 entity team_ = Entity_GetTeam(it);
28 int num_alive = Team_GetNumberOfAlivePlayers(team_);
30 Team_SetNumberOfAlivePlayers(team_, num_alive);
32 FOREACH_CLIENT(IS_REAL_CLIENT(it),
34 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
36 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
37 Team_GetTeamFromIndex(2));
38 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
39 Team_GetTeamFromIndex(3));
40 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
41 Team_GetTeamFromIndex(4));
44 eliminatedPlayers.SendFlags |= 1;
47 bool freezetag_CheckTeams()
49 static float prev_missing_teams_mask;
50 if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
52 if(prev_missing_teams_mask > 0)
53 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
54 prev_missing_teams_mask = -1;
57 if(total_players == 0)
59 if(prev_missing_teams_mask > 0)
60 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
61 prev_missing_teams_mask = -1;
64 int missing_teams_mask = 0;
65 for (int i = 1; i <= NUM_TEAMS; ++i)
67 if ((freezetag_teams & Team_IndexToBit(i)) &&
68 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
70 missing_teams_mask |= Team_IndexToBit(i);
73 if(prev_missing_teams_mask != missing_teams_mask)
75 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
76 prev_missing_teams_mask = missing_teams_mask;
81 int freezetag_getWinnerTeam()
84 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
86 winner_team = NUM_TEAM_1;
88 for (int i = 2; i <= NUM_TEAMS; ++i)
90 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
96 winner_team = Team_IndexToTeam(i);
103 return -1; // no player left
106 void nades_Clear(entity);
107 void nades_GiveBonus(entity player, float score);
109 bool freezetag_CheckWinner()
111 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
113 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
114 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
115 FOREACH_CLIENT(IS_PLAYER(it), {
116 it.freezetag_frozen_timeout = 0;
120 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
124 if (Team_GetNumberOfAliveTeams() > 1)
129 int winner_team = freezetag_getWinnerTeam();
132 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
133 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
134 TeamScore_AddToTeam(winner_team, ST_FT_ROUNDS, +1);
136 else if(winner_team == -1)
138 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
139 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
142 FOREACH_CLIENT(IS_PLAYER(it), {
143 it.freezetag_frozen_timeout = 0;
148 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
152 entity freezetag_LastPlayerForTeam(entity this)
154 entity last_pl = NULL;
155 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
156 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
167 void freezetag_LastPlayerForTeam_Notify(entity this)
169 if(round_handler_IsActive())
170 if(round_handler_IsRoundStarted())
172 entity pl = freezetag_LastPlayerForTeam(this);
174 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
178 void freezetag_Add_Score(entity targ, entity attacker)
182 // you froze your own dumb targ
183 // counted as "suicide" already
184 GameRules_scoring_add(targ, SCORE, -1);
186 else if(IS_PLAYER(attacker))
188 // got frozen by an enemy
189 // counted as "kill" and "death" already
190 GameRules_scoring_add(targ, SCORE, -1);
191 GameRules_scoring_add(attacker, SCORE, +1);
193 // else nothing - got frozen by the game type rules themselves
196 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
197 void freezetag_Freeze(entity targ, entity attacker)
199 if(STAT(FROZEN, targ))
202 targ.freezetag_frozen_time = time;
203 if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
204 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
206 Freeze(targ, 0, FROZEN_NORMAL, true);
208 freezetag_count_alive_players();
210 freezetag_Add_Score(targ, attacker);
213 bool freezetag_isEliminated(entity e)
215 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
225 void(entity this) havocbot_role_ft_freeing;
226 void(entity this) havocbot_role_ft_offense;
228 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
230 entity best_pl = NULL;
231 float best_dist2 = FLOAT_MAX;
232 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
233 if (STAT(FROZEN, it) == FROZEN_NORMAL)
235 if(vdist(it.origin - org, >, sradius))
237 navigation_routerating(this, it, ratingscale, 2000);
240 && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
241 && vlen2(it.origin - org) < best_dist2)
243 // If teamate is not frozen still seek them out as fight better
245 best_dist2 = vlen2(it.origin - org);
246 if (best_dist2 < 700 ** 2)
249 best_dist2 = 0; // already close to a teammate
256 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
259 void havocbot_role_ft_offense(entity this)
264 if (!this.havocbot_role_timeout)
265 this.havocbot_role_timeout = time + random() * 10 + 20;
267 // Count how many players on team are unfrozen.
269 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
273 // If only one left on team or if role has timed out then start trying to free players.
274 if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
276 LOG_TRACE("changing role to freeing");
277 this.havocbot_role = havocbot_role_ft_freeing;
278 this.havocbot_role_timeout = 0;
282 if (navigation_goalrating_timeout(this))
284 navigation_goalrating_start(this);
285 havocbot_goalrating_items(this, 12000, this.origin, 10000);
286 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
287 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
288 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
289 navigation_goalrating_end(this);
291 navigation_goalrating_timeout_set(this);
295 void havocbot_role_ft_freeing(entity this)
300 if (!this.havocbot_role_timeout)
301 this.havocbot_role_timeout = time + random() * 10 + 20;
303 if (time > this.havocbot_role_timeout)
305 LOG_TRACE("changing role to offense");
306 this.havocbot_role = havocbot_role_ft_offense;
307 this.havocbot_role_timeout = 0;
311 if (navigation_goalrating_timeout(this))
313 navigation_goalrating_start(this);
314 havocbot_goalrating_items(this, 10000, this.origin, 10000);
315 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
316 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
317 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
318 navigation_goalrating_end(this);
320 navigation_goalrating_timeout_set(this);
329 void ft_RemovePlayer(entity this)
331 if (STAT(FROZEN, this) != FROZEN_NORMAL)
332 freezetag_LastPlayerForTeam_Notify(this);
333 Unfreeze(this, false);
335 SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
336 freezetag_count_alive_players();
339 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
341 entity player = M_ARGV(0, entity);
343 ft_RemovePlayer(player);
347 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
349 entity player = M_ARGV(0, entity);
351 ft_RemovePlayer(player);
354 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
356 entity frag_attacker = M_ARGV(1, entity);
357 entity frag_target = M_ARGV(2, entity);
358 float frag_deathtype = M_ARGV(3, float);
360 if(round_handler_IsActive())
361 if(round_handler_CountdownRunning())
363 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
364 Unfreeze(frag_target, true);
365 freezetag_count_alive_players();
366 frag_target.respawn_time = time;
367 frag_target.respawn_flags |= RESPAWN_FORCE;
371 frag_target.respawn_time = time + 1;
372 frag_target.respawn_flags |= RESPAWN_FORCE;
374 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
375 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
376 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
377 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
379 // let the player die, he will be automatically frozen when he respawns
380 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
382 freezetag_Add_Score(frag_target, frag_attacker);
383 freezetag_count_alive_players();
384 freezetag_LastPlayerForTeam_Notify(frag_target);
387 Unfreeze(frag_target, false); // remove ice
388 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
392 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
395 freezetag_Freeze(frag_target, frag_attacker);
396 freezetag_LastPlayerForTeam_Notify(frag_target);
398 if(frag_attacker == frag_target || frag_attacker == NULL)
400 if(IS_PLAYER(frag_target))
401 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
402 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
406 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
412 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
414 entity player = M_ARGV(0, entity);
416 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
417 return true; // do nothing, round is starting right now
419 if(player.freezetag_frozen_timeout == -2) // player was dead
421 freezetag_Freeze(player, NULL);
425 freezetag_count_alive_players();
427 if(round_handler_IsActive())
428 if(round_handler_IsRoundStarted())
430 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
431 freezetag_Freeze(player, NULL);
437 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
439 FOREACH_CLIENT(IS_PLAYER(it), {
440 CS(it).killcount = 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)
478 t = vlen(frag_force) * autocvar_g_freezetag_revive_auto_reducible_forcefactor;
479 frag_target.freezetag_frozen_timeout -= t;
480 if (frag_target.freezetag_frozen_timeout < time)
481 frag_target.freezetag_frozen_timeout = time;
490 // returns true if player is reviving it
491 #define IS_REVIVING(player, it, revive_extra_size) \
492 (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \
493 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
495 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
500 if(round_handler_IsActive())
501 if(!round_handler_IsRoundStarted())
504 entity player = M_ARGV(0, entity);
505 //if (STAT(FROZEN, player) == FROZEN_NORMAL)
506 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
507 //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);
509 if (!(frametime && IS_PLAYER(player)))
512 entity reviving_players_last = NULL;
513 entity reviving_players_first = NULL;
516 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
517 FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
518 if (reviving_players_last)
519 reviving_players_last.chain = it;
520 reviving_players_last = it;
521 if (!reviving_players_first)
522 reviving_players_first = it;
525 if (reviving_players_last)
526 reviving_players_last.chain = NULL;
528 // allow normal revival during automatic revival
529 // (not allowing it IS_REVIVING should check freezetag_frozen_timeout too)
530 if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
533 float base_progress = 0;
534 if (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
535 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
537 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
538 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
541 if (!n) // no teammate nearby
543 if (STAT(FROZEN, player) == FROZEN_NORMAL)
544 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed * (1 - base_progress), 1);
545 else if (!STAT(FROZEN, player))
546 STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
548 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
550 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed * (1 - base_progress)), 1);
552 if(STAT(REVIVE_PROGRESS, player) >= 1)
554 float frozen_time = time - player.freezetag_frozen_time;
555 Unfreeze(player, false);
556 SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
557 freezetag_count_alive_players();
561 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
562 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
566 // EVERY team mate nearby gets a point (even if multiple!)
567 for(entity it = reviving_players_first; it; it = it.chain)
569 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
570 GameRules_scoring_add(it, SCORE, +1);
571 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
574 entity first = reviving_players_first;
575 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
576 Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
577 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, first.netname);
580 for(entity it = reviving_players_first; it; it = it.chain)
581 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
584 if (STAT(FROZEN, player) == FROZEN_NORMAL)
586 entity player_wp = player.waypointsprite_attached;
587 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
589 WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
590 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
594 WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
595 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
598 WaypointSprite_UpdateMaxHealth(player_wp, 1);
599 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
605 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
607 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
608 //start_health = warmup_start_health = cvar("g_lms_start_health");
609 //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
610 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
611 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
612 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
613 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
614 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
615 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
618 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
620 entity bot = M_ARGV(0, entity);
625 bot.havocbot_role = havocbot_role_ft_freeing;
627 bot.havocbot_role = havocbot_role_ft_offense;
630 // if bots spawn all at once assign them a more appropriated role after a while
631 if (time < CS(bot).jointime + 1)
632 bot.havocbot_role_timeout = time + 10 + random() * 10;
637 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
639 M_ARGV(0, float) = freezetag_teams;
643 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
645 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
646 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
649 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
651 entity frag_attacker = M_ARGV(0, entity);
652 entity frag_target = M_ARGV(1, entity);
653 //float frag_deathtype = M_ARGV(2, float);
654 int kill_count_to_attacker = M_ARGV(3, int);
655 int kill_count_to_target = M_ARGV(4, int);
657 if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
658 return; // target was already frozen, so this is just pushing them off the cliff
660 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));
661 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
662 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
667 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
669 string cmd_name = M_ARGV(0, string);
670 if (cmd_name == "shuffleteams")
671 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
675 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
677 // announce remaining frags
681 void freezetag_Initialize()
683 freezetag_teams = autocvar_g_freezetag_teams_override;
684 if(freezetag_teams < 2)
685 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
687 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
688 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
689 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
690 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
693 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
694 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
696 EliminatedPlayers_Init(freezetag_isEliminated);