3 #include "../gamemode.qh"
5 int autocvar_g_freezetag_point_limit;
6 int autocvar_g_freezetag_point_leadlimit;
7 bool autocvar_g_freezetag_team_spawns;
8 void freezetag_Initialize();
10 REGISTER_MUTATOR(ft, false)
14 if (time > 1) // game loads at time 1
15 error("This is a game type and it cannot be added at runtime.");
16 freezetag_Initialize();
18 GameRules_teams(true);
19 GameRules_limit_score(autocvar_g_freezetag_point_limit);
20 GameRules_limit_lead(autocvar_g_freezetag_point_leadlimit);
22 GameRules_spawning_teams(autocvar_g_freezetag_team_spawns);
25 MUTATOR_ONROLLBACK_OR_REMOVE
27 // we actually cannot roll back freezetag_Initialize here
28 // BUT: we don't need to! If this gets called, adding always
34 LOG_INFO("This is a game type and it cannot be removed at runtime.");
41 .float freezetag_frozen_time;
42 .float freezetag_frozen_timeout;
43 const float ICE_MAX_ALPHA = 1;
44 const float ICE_MIN_ALPHA = 0.1;
45 float freezetag_teams;
47 .float reviving; // temp var
49 float autocvar_g_freezetag_revive_extra_size;
50 float autocvar_g_freezetag_revive_speed;
51 bool autocvar_g_freezetag_revive_nade;
52 float autocvar_g_freezetag_revive_nade_health;