]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/mutators/gamemode_freezetag.qc
Add ability to reload round times cvars every round
[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 0.6
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         setmodel(ice, "models/ice/ice.md3");
211
212         self.freezetag_ice = ice;
213
214         RemoveGrapplingHook(self);
215
216         // add waypoint
217         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
218
219         freezetag_Add_Score(attacker);
220 }
221
222 void freezetag_Unfreeze(entity attacker)
223 {
224         self.freezetag_frozen = 0;
225         self.freezetag_frozen_time = 0;
226         self.freezetag_frozen_timeout = 0;
227         self.freezetag_revive_progress = 0;
228
229         remove(self.freezetag_ice);
230         self.freezetag_ice = world;
231
232         if(self.waypointsprite_attached)
233                 WaypointSprite_Kill(self.waypointsprite_attached);
234 }
235
236
237 // ================
238 // Bot player logic
239 // ================
240
241 void() havocbot_role_ft_freeing;
242 void() havocbot_role_ft_offense;
243
244 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
245 {
246         entity head;
247         float distance;
248
249         FOR_EACH_PLAYER(head)
250         {
251                 if ((head != self) && (head.team == self.team))
252                 {
253                         if (head.freezetag_frozen)
254                         {
255                                 distance = vlen(head.origin - org);
256                                 if (distance > sradius)
257                                         continue;
258                                 navigation_routerating(head, ratingscale, 2000);
259                         }
260                         else
261                         {
262                                 // If teamate is not frozen still seek them out as fight better
263                                 // in a group.
264                                 navigation_routerating(head, ratingscale/3, 2000);
265                         }
266                 }
267         }
268 }
269
270 void havocbot_role_ft_offense()
271 {
272         entity head;
273         float unfrozen;
274
275         if(self.deadflag != DEAD_NO)
276                 return;
277
278         if (!self.havocbot_role_timeout)
279                 self.havocbot_role_timeout = time + random() * 10 + 20;
280
281         // Count how many players on team are unfrozen.
282         unfrozen = 0;
283         FOR_EACH_PLAYER(head)
284         {
285                 if ((head.team == self.team) && (!head.freezetag_frozen))
286                         unfrozen++;
287         }
288
289         // If only one left on team or if role has timed out then start trying to free players.
290         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
291         {
292                 dprint("changing role to freeing\n");
293                 self.havocbot_role = havocbot_role_ft_freeing;
294                 self.havocbot_role_timeout = 0;
295                 return;
296         }
297
298         if (time > self.bot_strategytime)
299         {
300                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
301
302                 navigation_goalrating_start();
303                 havocbot_goalrating_items(10000, self.origin, 10000);
304                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
305                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
306                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
307                 navigation_goalrating_end();
308         }
309 }
310
311 void havocbot_role_ft_freeing()
312 {
313         if(self.deadflag != DEAD_NO)
314                 return;
315
316         if (!self.havocbot_role_timeout)
317                 self.havocbot_role_timeout = time + random() * 10 + 20;
318
319         if (time > self.havocbot_role_timeout)
320         {
321                 dprint("changing role to offense\n");
322                 self.havocbot_role = havocbot_role_ft_offense;
323                 self.havocbot_role_timeout = 0;
324                 return;
325         }
326
327         if (time > self.bot_strategytime)
328         {
329                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
330
331                 navigation_goalrating_start();
332                 havocbot_goalrating_items(8000, self.origin, 10000);
333                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
334                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
335                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
336                 navigation_goalrating_end();
337         }
338 }
339
340
341 // ==============
342 // Hook Functions
343 // ==============
344
345 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
346 {
347         self.health = 0; // neccessary to update correctly alive stats
348         freezetag_Unfreeze(world);
349         freezetag_count_alive_players();
350         return 1;
351 }
352
353 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
354 {
355         if(round_handler_IsActive())
356         if(round_handler_CountdownRunning())
357         {
358                 if(self.freezetag_frozen)
359                         freezetag_Unfreeze(world);
360                 freezetag_count_alive_players();
361                 return 1; // let the player die so that he can respawn whenever he wants
362         }
363
364         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
365         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
366         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
367                 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
368         {
369                 // let the player die, he will be automatically frozen when he respawns
370                 if(!self.freezetag_frozen)
371                 {
372                         freezetag_Add_Score(frag_attacker);
373                         freezetag_count_alive_players();
374                 }
375                 else
376                         freezetag_Unfreeze(world); // remove ice
377                 self.freezetag_frozen_timeout = -2; // freeze on respawn
378                 return 1;
379         }
380
381         if(self.freezetag_frozen)
382                 return 1;
383
384         freezetag_Freeze(frag_attacker);
385
386         if(frag_attacker == frag_target || frag_attacker == world)
387         {
388                 if(frag_target.classname == STR_PLAYER)
389                         centerprint(frag_target, "^1You froze yourself.\n");
390                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
391         }
392         else
393         {
394                 if(frag_target.classname == STR_PLAYER)
395                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
396                 if(frag_attacker.classname == STR_PLAYER)
397                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
398                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
399         }
400
401         frag_target.health = 1; // "respawn" the player :P
402
403         return 1;
404 }
405
406 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
407 {
408         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
409                 return 1; // do nothing, round is starting right now
410
411         if(self.freezetag_frozen_timeout == -2) // player was dead
412         {
413                 freezetag_Freeze(world);
414                 return 1;
415         }
416
417         freezetag_count_alive_players();
418
419         if(round_handler_IsActive())
420         if(round_handler_IsRoundStarted())
421         {
422                 centerprint(self, "^1Round already started, you spawn as frozen.");
423                 freezetag_Freeze(world);
424         }
425
426         return 1;
427 }
428
429 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
430 {
431         FOR_EACH_PLAYER(self)
432         {
433                 if (self.freezetag_frozen)
434                         freezetag_Unfreeze(world);
435                 self.freezetag_frozen_timeout = -1;
436                 PutClientInServer();
437                 self.freezetag_frozen_timeout = 0;
438         }
439         freezetag_count_alive_players();
440         return 1;
441 }
442
443 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
444 {
445         frag_score = 0; // no frags counted in Freeze Tag
446         return 1;
447 }
448
449 .float reviving; // temp var
450 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
451 {
452         float n;
453
454         if(gameover)
455                 return 1;
456
457         if(self.freezetag_frozen)
458         {
459                 // keep health = 1
460                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
461         }
462
463         if(round_handler_IsActive())
464         if(!round_handler_IsRoundStarted())
465                 return 1;
466
467         entity o;
468         o = world;
469         if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
470                 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);
471
472         if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
473                 n = -1;
474         else
475         {
476                 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
477                 n = 0;
478                 FOR_EACH_PLAYER(other) if(self != other)
479                 {
480                         if(other.freezetag_frozen == 0)
481                         {
482                                 if(other.team == self.team)
483                                 {
484                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
485                                         {
486                                                 if(!o)
487                                                         o = other;
488                                                 if(self.freezetag_frozen)
489                                                         other.reviving = TRUE;
490                                                 ++n;
491                                         }
492                                 }
493                         }
494                 }
495         }
496
497         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
498         {
499                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
500                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
501
502                 if(self.freezetag_revive_progress >= 1)
503                 {
504                         freezetag_Unfreeze(self);
505                         freezetag_count_alive_players();
506
507                         if(n == -1)
508                         {
509                                 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
510                                 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
511                                 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
512                                 return 1;
513                         }
514
515                         // EVERY team mate nearby gets a point (even if multiple!)
516                         FOR_EACH_PLAYER(other)
517                         {
518                                 if(other.reviving)
519                                 {
520                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
521                                         PlayerScore_Add(other, SP_SCORE, +1);
522                                 }
523                         }
524
525                         if(n > 1)
526                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
527                         else
528                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
529                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
530                         if(n > 1)
531                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
532                         else
533                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
534                 }
535
536                 FOR_EACH_PLAYER(other)
537                 {
538                         if(other.reviving)
539                         {
540                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
541                                 other.reviving = FALSE;
542                         }
543                 }
544         }
545         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
546         {
547                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
548                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
549         }
550         else if(!n)
551         {
552                 self.freezetag_revive_progress = 0; // thawing nobody
553         }
554
555         return 1;
556 }
557
558 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
559 {
560         if(self.freezetag_frozen)
561         {
562                 self.movement = '0 0 0';
563                 self.disableclientprediction = 1;
564         }
565         return 1;
566 }
567
568 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
569 {
570         if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
571         {
572                 frag_damage = 0;
573                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
574         }
575         return 1;
576 }
577
578 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
579 {
580         if (self.freezetag_frozen)
581                 return 1;
582         return 0;
583 }
584
585 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
586 {
587         if not(self.deadflag)
588         {
589                 if (random() < 0.5)
590                         self.havocbot_role = havocbot_role_ft_freeing;
591                 else
592                         self.havocbot_role = havocbot_role_ft_offense;
593         }
594
595         return TRUE;
596 }
597
598 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
599 {
600         self.freezetag_frozen = other.freezetag_frozen;
601         self.freezetag_revive_progress = other.freezetag_revive_progress;
602         return 0;
603 }
604
605 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
606 {
607         freezetag_teams = autocvar_g_freezetag_teams_override;
608         if(freezetag_teams < 2)
609                 freezetag_teams = autocvar_g_freezetag_teams;
610         freezetag_teams = bound(2, freezetag_teams, 4);
611         ret_float = freezetag_teams;
612         return 0;
613 }
614
615 MUTATOR_DEFINITION(gamemode_freezetag)
616 {
617         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
618         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
619         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
620         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
621         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
622         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
623         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
624         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
625         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
626         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
627         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
628         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
629         MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
630
631         MUTATOR_ONADD
632         {
633                 if(time > 1) // game loads at time 1
634                         error("This is a game type and it cannot be added at runtime.");
635                 freezetag_Initialize();
636         }
637
638         MUTATOR_ONROLLBACK_OR_REMOVE
639         {
640                 // we actually cannot roll back freezetag_Initialize here
641                 // BUT: we don't need to! If this gets called, adding always
642                 // succeeds.
643         }
644
645         MUTATOR_ONREMOVE
646         {
647                 print("This is a game type and it cannot be removed at runtime.");
648                 return -1;
649         }
650
651         return 0;
652 }