+ int n = 0;
+ vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
+ if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
+ {
+ it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
+ while (it.freezetag_revive_time > 1)
+ {
+ GameRules_scoring_add(it, SCORE, +1);
+ it.freezetag_revive_time -= 1;
+ }
+ }
+ if (reviving_players_last)
+ reviving_players_last.chain = it;
+ reviving_players_last = it;
+ if (!reviving_players_first)
+ reviving_players_first = it;
+ ++n;
+ });
+ if (reviving_players_last)
+ reviving_players_last.chain = NULL;
+
+ // allow normal revival during automatic revival
+ // (not allowing it IS_REVIVING should check freezetag_frozen_timeout too)
+ if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)