3 #include <common/mutators/base.qh>
4 #include <server/command/sv_cmd.qh>
6 int autocvar_g_freezetag_point_limit;
7 int autocvar_g_freezetag_point_leadlimit;
8 bool autocvar_g_freezetag_team_spawns;
9 string autocvar_g_freezetag_weaponarena = "most_available";
11 bool autocvar_g_freezetag_round_respawn;
12 bool autocvar_g_freezetag_round_stop;
14 const int ST_FT_ROUNDS = 1;
16 void freezetag_Initialize();
18 REGISTER_MUTATOR(ft, false)
23 GameRules_teams(true);
24 GameRules_spawning_teams(autocvar_g_freezetag_team_spawns);
25 GameRules_limit_score(autocvar_g_freezetag_point_limit);
26 GameRules_limit_lead(autocvar_g_freezetag_point_leadlimit);
28 freezetag_Initialize();
33 .float freezetag_revive_time;
34 .float freezetag_frozen_time;
35 .float freezetag_frozen_timeout;
36 const float ICE_MAX_ALPHA = 1;
37 const float ICE_MIN_ALPHA = 0.1;
38 float freezetag_teams;
40 bool autocvar_g_freezetag_revive_auto = 1;
41 int autocvar_g_freezetag_revive_auto_progress = 1;
42 int autocvar_g_freezetag_revive_auto_reducible;
43 float autocvar_g_freezetag_revive_auto_reducible_forcefactor;
44 float autocvar_g_freezetag_revive_extra_size;
45 float autocvar_g_freezetag_revive_speed;
46 float autocvar_g_freezetag_revive_time_to_score = 1.5;
47 bool autocvar_g_freezetag_revive_nade;
48 float autocvar_g_freezetag_revive_nade_health;
49 bool autocvar_g_freezetag_revive_respawn;