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Freezetag: team colored ice with full starting alpha
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
4 .entity freezetag_ice;
5 #define ICE_MAX_ALPHA 1
6 #define ICE_MIN_ALPHA 0.1
7 float freezetag_teams;
8
9 float freezetag_CheckTeams();
10 float freezetag_CheckWinner();
11 void freezetag_Initialize()
12 {
13         precache_model("models/ice/ice.md3");
14         ScoreRules_freezetag();
15
16         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
17         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
18
19         addstat(STAT_REDALIVE, AS_INT, redalive_stat);
20         addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
21         addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
22         addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
23
24         addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
25         addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
26 }
27
28 void freezetag_count_alive_players()
29 {
30         entity e;
31         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
32         FOR_EACH_PLAYER(e) {
33                 if(e.team == COLOR_TEAM1 && e.health >= 1)
34                 {
35                         ++total_players;
36                         if (!e.freezetag_frozen) ++redalive;
37                 }
38                 else if(e.team == COLOR_TEAM2 && e.health >= 1)
39                 {
40                         ++total_players;
41                         if (!e.freezetag_frozen) ++bluealive;
42                 }
43                 else if(e.team == COLOR_TEAM3 && e.health >= 1)
44                 {
45                         ++total_players;
46                         if (!e.freezetag_frozen) ++yellowalive;
47                 }
48                 else if(e.team == COLOR_TEAM4 && e.health >= 1)
49                 {
50                         ++total_players;
51                         if (!e.freezetag_frozen) ++pinkalive;
52                 }
53         }
54         FOR_EACH_REALCLIENT(e) {
55                 e.redalive_stat = redalive;
56                 e.bluealive_stat = bluealive;
57                 e.yellowalive_stat = yellowalive;
58                 e.pinkalive_stat = pinkalive;
59         }
60 }
61 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
62 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
63
64 float prev_total_players;
65 float freezetag_CheckTeams()
66 {
67         entity e;
68         if(FREEZETAG_ALIVE_TEAMS_OK())
69         {
70                 if(prev_total_players != -1)
71                 {
72                         FOR_EACH_REALCLIENT(e)
73                                 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
74                 }
75                 prev_total_players = -1;
76                 return 1;
77         }
78         if(prev_total_players != total_players)
79         {
80                 string teams_missing = "";
81                 if(!redalive)   teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
82                 if(!bluealive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
83                 if(freezetag_teams >= 3)
84                 if(!yellowalive)        teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
85                 if(freezetag_teams == 4)
86                 if(!pinkalive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
87                 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
88
89                 FOR_EACH_REALCLIENT(e)
90                         Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
91                 prev_total_players = total_players;
92         }
93         return 0;
94 }
95
96 float freezetag_getWinnerTeam()
97 {
98         float winner_team = 0;
99         if(redalive >= 1)
100                 winner_team = COLOR_TEAM1;
101         if(bluealive >= 1)
102         {
103                 if(winner_team) return 0;
104                 winner_team = COLOR_TEAM2;
105         }
106         if(yellowalive >= 1)
107         {
108                 if(winner_team) return 0;
109                 winner_team = COLOR_TEAM3;
110         }
111         if(pinkalive >= 1)
112         {
113                 if(winner_team) return 0;
114                 winner_team = COLOR_TEAM4;
115         }
116         if(winner_team)
117                 return winner_team;
118         return -1; // no player left
119 }
120
121 float freezetag_CheckWinner()
122 {
123         entity e;
124         if(round_handler_GetTimeLeft() <= 0)
125         {
126                 FOR_EACH_REALCLIENT(e)
127                         centerprint(e, "Round over, there's no winner");
128                 bprint("Round over, there's no winner.\n");
129                 FOR_EACH_PLAYER(e)
130                         e.freezetag_frozen_timeout = 0;
131                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
132                 return 1;
133         }
134
135         if(FREEZETAG_ALIVE_TEAMS() > 1)
136                 return 0;
137
138         float winner_team;
139         string teamname;
140         winner_team = freezetag_getWinnerTeam();
141         if(winner_team > 0)
142         {
143                 teamname = ColoredTeamName(winner_team);
144                 FOR_EACH_REALCLIENT(e)
145                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
146                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
147                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
148         }
149         else if(winner_team == -1)
150         {
151                 FOR_EACH_REALCLIENT(e)
152                         centerprint(e, "^5Round tied! All teams were frozen.");
153                 bprint("^5Round tied! All teams were frozen.\n");
154         }
155
156         FOR_EACH_PLAYER(e)
157                 e.freezetag_frozen_timeout = 0;
158         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
159         return 1;
160 }
161
162 // this is needed to allow the player to turn his view around (fixangle can't
163 // be used to freeze his view, as that also changes the angles), while not
164 // turning that ice object with the player
165 void freezetag_Ice_Think()
166 {
167         setorigin(self, self.owner.origin - '0 0 16');
168         self.nextthink = time;
169 }
170
171 void freezetag_Add_Score(entity attacker)
172 {
173         if(attacker == self)
174         {
175                 // you froze your own dumb self
176                 // counted as "suicide" already
177                 PlayerScore_Add(self, SP_SCORE, -1);
178         }
179         else if(attacker.classname == "player")
180         {
181                 // got frozen by an enemy
182                 // counted as "kill" and "death" already
183                 PlayerScore_Add(self, SP_SCORE, -1);
184                 PlayerScore_Add(attacker, SP_SCORE, +1);
185         }
186         // else nothing - got frozen by the game type rules themselves
187 }
188
189 void freezetag_Freeze(entity attacker)
190 {
191         if(self.freezetag_frozen)
192                 return;
193         self.freezetag_frozen = 1;
194         self.freezetag_frozen_time = time;
195         self.freezetag_revive_progress = 0;
196         self.health = 1;
197         if(autocvar_g_freezetag_frozen_maxtime > 0)
198                 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
199
200         freezetag_count_alive_players();
201
202         entity ice;
203         ice = spawn();
204         ice.owner = self;
205         ice.classname = "freezetag_ice";
206         ice.think = freezetag_Ice_Think;
207         ice.nextthink = time;
208         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
209         ice.alpha = ICE_MAX_ALPHA;
210         ice.colormod = TeamColor(self.team);
211         setmodel(ice, "models/ice/ice.md3");
212
213         self.freezetag_ice = ice;
214
215         RemoveGrapplingHook(self);
216
217         // add waypoint
218         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
219
220         freezetag_Add_Score(attacker);
221 }
222
223 void freezetag_Unfreeze(entity attacker)
224 {
225         self.freezetag_frozen = 0;
226         self.freezetag_frozen_time = 0;
227         self.freezetag_frozen_timeout = 0;
228         self.freezetag_revive_progress = 0;
229
230         remove(self.freezetag_ice);
231         self.freezetag_ice = world;
232
233         if(self.waypointsprite_attached)
234                 WaypointSprite_Kill(self.waypointsprite_attached);
235 }
236
237
238 // ================
239 // Bot player logic
240 // ================
241
242 void() havocbot_role_ft_freeing;
243 void() havocbot_role_ft_offense;
244
245 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
246 {
247         entity head;
248         float distance;
249
250         FOR_EACH_PLAYER(head)
251         {
252                 if ((head != self) && (head.team == self.team))
253                 {
254                         if (head.freezetag_frozen)
255                         {
256                                 distance = vlen(head.origin - org);
257                                 if (distance > sradius)
258                                         continue;
259                                 navigation_routerating(head, ratingscale, 2000);
260                         }
261                         else
262                         {
263                                 // If teamate is not frozen still seek them out as fight better
264                                 // in a group.
265                                 navigation_routerating(head, ratingscale/3, 2000);
266                         }
267                 }
268         }
269 }
270
271 void havocbot_role_ft_offense()
272 {
273         entity head;
274         float unfrozen;
275
276         if(self.deadflag != DEAD_NO)
277                 return;
278
279         if (!self.havocbot_role_timeout)
280                 self.havocbot_role_timeout = time + random() * 10 + 20;
281
282         // Count how many players on team are unfrozen.
283         unfrozen = 0;
284         FOR_EACH_PLAYER(head)
285         {
286                 if ((head.team == self.team) && (!head.freezetag_frozen))
287                         unfrozen++;
288         }
289
290         // If only one left on team or if role has timed out then start trying to free players.
291         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
292         {
293                 dprint("changing role to freeing\n");
294                 self.havocbot_role = havocbot_role_ft_freeing;
295                 self.havocbot_role_timeout = 0;
296                 return;
297         }
298
299         if (time > self.bot_strategytime)
300         {
301                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
302
303                 navigation_goalrating_start();
304                 havocbot_goalrating_items(10000, self.origin, 10000);
305                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
306                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
307                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
308                 navigation_goalrating_end();
309         }
310 }
311
312 void havocbot_role_ft_freeing()
313 {
314         if(self.deadflag != DEAD_NO)
315                 return;
316
317         if (!self.havocbot_role_timeout)
318                 self.havocbot_role_timeout = time + random() * 10 + 20;
319
320         if (time > self.havocbot_role_timeout)
321         {
322                 dprint("changing role to offense\n");
323                 self.havocbot_role = havocbot_role_ft_offense;
324                 self.havocbot_role_timeout = 0;
325                 return;
326         }
327
328         if (time > self.bot_strategytime)
329         {
330                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
331
332                 navigation_goalrating_start();
333                 havocbot_goalrating_items(8000, self.origin, 10000);
334                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
335                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
336                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
337                 navigation_goalrating_end();
338         }
339 }
340
341
342 // ==============
343 // Hook Functions
344 // ==============
345
346 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
347 {
348         self.health = 0; // neccessary to update correctly alive stats
349         freezetag_Unfreeze(world);
350         freezetag_count_alive_players();
351         return 1;
352 }
353
354 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
355 {
356         if(round_handler_IsActive())
357         if(round_handler_CountdownRunning())
358         {
359                 if(self.freezetag_frozen)
360                         freezetag_Unfreeze(world);
361                 freezetag_count_alive_players();
362                 return 1; // let the player die so that he can respawn whenever he wants
363         }
364
365         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
366         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
367         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
368                 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
369         {
370                 // let the player die, he will be automatically frozen when he respawns
371                 if(!self.freezetag_frozen)
372                 {
373                         freezetag_Add_Score(frag_attacker);
374                         freezetag_count_alive_players();
375                 }
376                 else
377                         freezetag_Unfreeze(world); // remove ice
378                 self.freezetag_frozen_timeout = -2; // freeze on respawn
379                 return 1;
380         }
381
382         if(self.freezetag_frozen)
383                 return 1;
384
385         freezetag_Freeze(frag_attacker);
386
387         if(frag_attacker == frag_target || frag_attacker == world)
388         {
389                 if(frag_target.classname == STR_PLAYER)
390                         centerprint(frag_target, "^1You froze yourself.\n");
391                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
392         }
393         else
394         {
395                 if(frag_target.classname == STR_PLAYER)
396                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
397                 if(frag_attacker.classname == STR_PLAYER)
398                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
399                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
400         }
401
402         frag_target.health = 1; // "respawn" the player :P
403
404         return 1;
405 }
406
407 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
408 {
409         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
410                 return 1; // do nothing, round is starting right now
411
412         if(self.freezetag_frozen_timeout == -2) // player was dead
413         {
414                 freezetag_Freeze(world);
415                 return 1;
416         }
417
418         freezetag_count_alive_players();
419
420         if(round_handler_IsActive())
421         if(round_handler_IsRoundStarted())
422         {
423                 centerprint(self, "^1Round already started, you spawn as frozen.");
424                 freezetag_Freeze(world);
425         }
426
427         return 1;
428 }
429
430 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
431 {
432         FOR_EACH_PLAYER(self)
433         {
434                 if (self.freezetag_frozen)
435                         freezetag_Unfreeze(world);
436                 self.freezetag_frozen_timeout = -1;
437                 PutClientInServer();
438                 self.freezetag_frozen_timeout = 0;
439         }
440         freezetag_count_alive_players();
441         return 1;
442 }
443
444 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
445 {
446         frag_score = 0; // no frags counted in Freeze Tag
447         return 1;
448 }
449
450 .float reviving; // temp var
451 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
452 {
453         float n;
454
455         if(gameover)
456                 return 1;
457
458         if(self.freezetag_frozen)
459         {
460                 // keep health = 1
461                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
462         }
463
464         if(round_handler_IsActive())
465         if(!round_handler_IsRoundStarted())
466                 return 1;
467
468         entity o;
469         o = world;
470         if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
471                 self.freezetag_ice.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
472
473         if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
474                 n = -1;
475         else
476         {
477                 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
478                 n = 0;
479                 FOR_EACH_PLAYER(other) if(self != other)
480                 {
481                         if(other.freezetag_frozen == 0)
482                         {
483                                 if(other.team == self.team)
484                                 {
485                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
486                                         {
487                                                 if(!o)
488                                                         o = other;
489                                                 if(self.freezetag_frozen)
490                                                         other.reviving = TRUE;
491                                                 ++n;
492                                         }
493                                 }
494                         }
495                 }
496         }
497
498         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
499         {
500                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
501                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
502
503                 if(self.freezetag_revive_progress >= 1)
504                 {
505                         freezetag_Unfreeze(self);
506                         freezetag_count_alive_players();
507
508                         if(n == -1)
509                         {
510                                 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
511                                 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
512                                 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
513                                 return 1;
514                         }
515
516                         // EVERY team mate nearby gets a point (even if multiple!)
517                         FOR_EACH_PLAYER(other)
518                         {
519                                 if(other.reviving)
520                                 {
521                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
522                                         PlayerScore_Add(other, SP_SCORE, +1);
523                                 }
524                         }
525
526                         if(n > 1)
527                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
528                         else
529                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
530                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
531                         if(n > 1)
532                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
533                         else
534                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
535                 }
536
537                 FOR_EACH_PLAYER(other)
538                 {
539                         if(other.reviving)
540                         {
541                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
542                                 other.reviving = FALSE;
543                         }
544                 }
545         }
546         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
547         {
548                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
549                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
550         }
551         else if(!n)
552         {
553                 self.freezetag_revive_progress = 0; // thawing nobody
554         }
555
556         return 1;
557 }
558
559 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
560 {
561         if(self.freezetag_frozen)
562         {
563                 self.movement = '0 0 0';
564                 self.disableclientprediction = 1;
565         }
566         return 1;
567 }
568
569 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
570 {
571         if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
572         {
573                 frag_damage = 0;
574                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
575         }
576         return 1;
577 }
578
579 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
580 {
581         if (self.freezetag_frozen)
582                 return 1;
583         return 0;
584 }
585
586 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
587 {
588         if not(self.deadflag)
589         {
590                 if (random() < 0.5)
591                         self.havocbot_role = havocbot_role_ft_freeing;
592                 else
593                         self.havocbot_role = havocbot_role_ft_offense;
594         }
595
596         return TRUE;
597 }
598
599 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
600 {
601         self.freezetag_frozen = other.freezetag_frozen;
602         self.freezetag_revive_progress = other.freezetag_revive_progress;
603         return 0;
604 }
605
606 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
607 {
608         freezetag_teams = autocvar_g_freezetag_teams_override;
609         if(freezetag_teams < 2)
610                 freezetag_teams = autocvar_g_freezetag_teams;
611         freezetag_teams = bound(2, freezetag_teams, 4);
612         ret_float = freezetag_teams;
613         return 0;
614 }
615
616 MUTATOR_DEFINITION(gamemode_freezetag)
617 {
618         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
619         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
620         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
621         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
622         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
623         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
624         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
625         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
626         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
627         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
628         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
629         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
630         MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
631
632         MUTATOR_ONADD
633         {
634                 if(time > 1) // game loads at time 1
635                         error("This is a game type and it cannot be added at runtime.");
636                 freezetag_Initialize();
637         }
638
639         MUTATOR_ONROLLBACK_OR_REMOVE
640         {
641                 // we actually cannot roll back freezetag_Initialize here
642                 // BUT: we don't need to! If this gets called, adding always
643                 // succeeds.
644         }
645
646         MUTATOR_ONREMOVE
647         {
648                 print("This is a game type and it cannot be removed at runtime.");
649                 return -1;
650         }
651
652         return 0;
653 }