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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         ice.glowmod = ice.colormod;
212         setmodel(ice, "models/ice/ice.md3");
213
214         self.freezetag_ice = ice;
215
216         RemoveGrapplingHook(self);
217
218         // add waypoint
219         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
220
221         freezetag_Add_Score(attacker);
222 }
223
224 void freezetag_Unfreeze(entity attacker)
225 {
226         self.freezetag_frozen = 0;
227         self.freezetag_frozen_time = 0;
228         self.freezetag_frozen_timeout = 0;
229         self.freezetag_revive_progress = 0;
230
231         remove(self.freezetag_ice);
232         self.freezetag_ice = world;
233
234         if(self.waypointsprite_attached)
235                 WaypointSprite_Kill(self.waypointsprite_attached);
236 }
237
238
239 // ================
240 // Bot player logic
241 // ================
242
243 void() havocbot_role_ft_freeing;
244 void() havocbot_role_ft_offense;
245
246 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
247 {
248         entity head;
249         float distance;
250
251         FOR_EACH_PLAYER(head)
252         {
253                 if ((head != self) && (head.team == self.team))
254                 {
255                         if (head.freezetag_frozen)
256                         {
257                                 distance = vlen(head.origin - org);
258                                 if (distance > sradius)
259                                         continue;
260                                 navigation_routerating(head, ratingscale, 2000);
261                         }
262                         else
263                         {
264                                 // If teamate is not frozen still seek them out as fight better
265                                 // in a group.
266                                 navigation_routerating(head, ratingscale/3, 2000);
267                         }
268                 }
269         }
270 }
271
272 void havocbot_role_ft_offense()
273 {
274         entity head;
275         float unfrozen;
276
277         if(self.deadflag != DEAD_NO)
278                 return;
279
280         if (!self.havocbot_role_timeout)
281                 self.havocbot_role_timeout = time + random() * 10 + 20;
282
283         // Count how many players on team are unfrozen.
284         unfrozen = 0;
285         FOR_EACH_PLAYER(head)
286         {
287                 if ((head.team == self.team) && (!head.freezetag_frozen))
288                         unfrozen++;
289         }
290
291         // If only one left on team or if role has timed out then start trying to free players.
292         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
293         {
294                 dprint("changing role to freeing\n");
295                 self.havocbot_role = havocbot_role_ft_freeing;
296                 self.havocbot_role_timeout = 0;
297                 return;
298         }
299
300         if (time > self.bot_strategytime)
301         {
302                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
303
304                 navigation_goalrating_start();
305                 havocbot_goalrating_items(10000, self.origin, 10000);
306                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
307                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
308                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
309                 navigation_goalrating_end();
310         }
311 }
312
313 void havocbot_role_ft_freeing()
314 {
315         if(self.deadflag != DEAD_NO)
316                 return;
317
318         if (!self.havocbot_role_timeout)
319                 self.havocbot_role_timeout = time + random() * 10 + 20;
320
321         if (time > self.havocbot_role_timeout)
322         {
323                 dprint("changing role to offense\n");
324                 self.havocbot_role = havocbot_role_ft_offense;
325                 self.havocbot_role_timeout = 0;
326                 return;
327         }
328
329         if (time > self.bot_strategytime)
330         {
331                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
332
333                 navigation_goalrating_start();
334                 havocbot_goalrating_items(8000, self.origin, 10000);
335                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
336                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
337                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
338                 navigation_goalrating_end();
339         }
340 }
341
342
343 // ==============
344 // Hook Functions
345 // ==============
346
347 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
348 {
349         self.health = 0; // neccessary to update correctly alive stats
350         freezetag_Unfreeze(world);
351         freezetag_count_alive_players();
352         return 1;
353 }
354
355 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
356 {
357         if(round_handler_IsActive())
358         if(round_handler_CountdownRunning())
359         {
360                 if(self.freezetag_frozen)
361                         freezetag_Unfreeze(world);
362                 freezetag_count_alive_players();
363                 return 1; // let the player die so that he can respawn whenever he wants
364         }
365
366         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
367         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
368         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
369                 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
370         {
371                 // let the player die, he will be automatically frozen when he respawns
372                 if(!self.freezetag_frozen)
373                 {
374                         freezetag_Add_Score(frag_attacker);
375                         freezetag_count_alive_players();
376                 }
377                 else
378                         freezetag_Unfreeze(world); // remove ice
379                 self.freezetag_frozen_timeout = -2; // freeze on respawn
380                 return 1;
381         }
382
383         if(self.freezetag_frozen)
384                 return 1;
385
386         freezetag_Freeze(frag_attacker);
387
388         if(frag_attacker == frag_target || frag_attacker == world)
389         {
390                 if(frag_target.classname == STR_PLAYER)
391                         centerprint(frag_target, "^1You froze yourself.\n");
392                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
393         }
394         else
395         {
396                 if(frag_target.classname == STR_PLAYER)
397                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
398                 if(frag_attacker.classname == STR_PLAYER)
399                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
400                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
401         }
402
403         frag_target.health = 1; // "respawn" the player :P
404
405         return 1;
406 }
407
408 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
409 {
410         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
411                 return 1; // do nothing, round is starting right now
412
413         if(self.freezetag_frozen_timeout == -2) // player was dead
414         {
415                 freezetag_Freeze(world);
416                 return 1;
417         }
418
419         freezetag_count_alive_players();
420
421         if(round_handler_IsActive())
422         if(round_handler_IsRoundStarted())
423         {
424                 centerprint(self, "^1Round already started, you spawn as frozen.");
425                 freezetag_Freeze(world);
426         }
427
428         return 1;
429 }
430
431 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
432 {
433         FOR_EACH_PLAYER(self)
434         {
435                 if (self.freezetag_frozen)
436                         freezetag_Unfreeze(world);
437                 self.freezetag_frozen_timeout = -1;
438                 PutClientInServer();
439                 self.freezetag_frozen_timeout = 0;
440         }
441         freezetag_count_alive_players();
442         return 1;
443 }
444
445 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
446 {
447         frag_score = 0; // no frags counted in Freeze Tag
448         return 1;
449 }
450
451 .float reviving; // temp var
452 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
453 {
454         float n;
455
456         if(gameover)
457                 return 1;
458
459         if(self.freezetag_frozen)
460         {
461                 // keep health = 1
462                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
463         }
464
465         if(round_handler_IsActive())
466         if(!round_handler_IsRoundStarted())
467                 return 1;
468
469         entity o;
470         o = world;
471         if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
472                 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);
473
474         if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
475                 n = -1;
476         else
477         {
478                 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
479                 n = 0;
480                 FOR_EACH_PLAYER(other) if(self != other)
481                 {
482                         if(other.freezetag_frozen == 0)
483                         {
484                                 if(other.team == self.team)
485                                 {
486                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
487                                         {
488                                                 if(!o)
489                                                         o = other;
490                                                 if(self.freezetag_frozen)
491                                                         other.reviving = TRUE;
492                                                 ++n;
493                                         }
494                                 }
495                         }
496                 }
497         }
498
499         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
500         {
501                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
502                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
503
504                 if(self.freezetag_revive_progress >= 1)
505                 {
506                         freezetag_Unfreeze(self);
507                         freezetag_count_alive_players();
508
509                         if(n == -1)
510                         {
511                                 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
512                                 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
513                                 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
514                                 return 1;
515                         }
516
517                         // EVERY team mate nearby gets a point (even if multiple!)
518                         FOR_EACH_PLAYER(other)
519                         {
520                                 if(other.reviving)
521                                 {
522                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
523                                         PlayerScore_Add(other, SP_SCORE, +1);
524                                 }
525                         }
526
527                         if(n > 1)
528                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
529                         else
530                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
531                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
532                         if(n > 1)
533                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
534                         else
535                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
536                 }
537
538                 FOR_EACH_PLAYER(other)
539                 {
540                         if(other.reviving)
541                         {
542                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
543                                 other.reviving = FALSE;
544                         }
545                 }
546         }
547         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
548         {
549                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
550                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
551         }
552         else if(!n)
553         {
554                 self.freezetag_revive_progress = 0; // thawing nobody
555         }
556
557         return 1;
558 }
559
560 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
561 {
562         if(self.freezetag_frozen)
563         {
564                 self.movement = '0 0 0';
565                 self.disableclientprediction = 1;
566         }
567         return 1;
568 }
569
570 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
571 {
572         if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
573         {
574                 frag_damage = 0;
575                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
576         }
577         return 1;
578 }
579
580 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
581 {
582         if (self.freezetag_frozen)
583                 return 1;
584         return 0;
585 }
586
587 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
588 {
589         if not(self.deadflag)
590         {
591                 if (random() < 0.5)
592                         self.havocbot_role = havocbot_role_ft_freeing;
593                 else
594                         self.havocbot_role = havocbot_role_ft_offense;
595         }
596
597         return TRUE;
598 }
599
600 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
601 {
602         self.freezetag_frozen = other.freezetag_frozen;
603         self.freezetag_revive_progress = other.freezetag_revive_progress;
604         return 0;
605 }
606
607 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
608 {
609         freezetag_teams = autocvar_g_freezetag_teams_override;
610         if(freezetag_teams < 2)
611                 freezetag_teams = autocvar_g_freezetag_teams;
612         freezetag_teams = bound(2, freezetag_teams, 4);
613         ret_float = freezetag_teams;
614         return 0;
615 }
616
617 MUTATOR_DEFINITION(gamemode_freezetag)
618 {
619         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
620         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
621         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
622         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
623         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
624         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
625         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
626         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
627         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
628         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
629         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
630         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
631         MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
632
633         MUTATOR_ONADD
634         {
635                 if(time > 1) // game loads at time 1
636                         error("This is a game type and it cannot be added at runtime.");
637                 freezetag_Initialize();
638         }
639
640         MUTATOR_ONROLLBACK_OR_REMOVE
641         {
642                 // we actually cannot roll back freezetag_Initialize here
643                 // BUT: we don't need to! If this gets called, adding always
644                 // succeeds.
645         }
646
647         MUTATOR_ONREMOVE
648         {
649                 print("This is a game type and it cannot be removed at runtime.");
650                 return -1;
651         }
652
653         return 0;
654 }