// TODO: sv_freezetag
#ifdef SVQC
+#include <server/resources.qh>
+
float autocvar_g_freezetag_frozen_maxtime;
float autocvar_g_freezetag_revive_clearspeed;
float autocvar_g_freezetag_round_timelimit;
FOREACH_CLIENT(IS_PLAYER(it), {
switch(it.team)
{
- case NUM_TEAM_1: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++redalive; break;
- case NUM_TEAM_2: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++bluealive; break;
- case NUM_TEAM_3: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++yellowalive; break;
- case NUM_TEAM_4: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++pinkalive; break;
+ case NUM_TEAM_1: ++total_players; if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1 && STAT(FROZEN, it) != 1) ++redalive; break;
+ case NUM_TEAM_2: ++total_players; if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1 && STAT(FROZEN, it) != 1) ++bluealive; break;
+ case NUM_TEAM_3: ++total_players; if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1 && STAT(FROZEN, it) != 1) ++yellowalive; break;
+ case NUM_TEAM_4: ++total_players; if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1 && STAT(FROZEN, it) != 1) ++pinkalive; break;
}
});
FOREACH_CLIENT(IS_REAL_CLIENT(it), {
{
entity last_pl = NULL;
FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
- if(it.health >= 1)
+ if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1)
if(!STAT(FROZEN, it))
if(SAME_TEAM(it, this))
if(!last_pl)
{
// If teamate is not frozen still seek them out as fight better
// in a group.
- t = 0.2 * 150 / (this.health + this.armorvalue);
+ t = 0.2 * 150 / (GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR));
navigation_routerating(this, it, t * ratingscale, 2000);
}
});
void ft_RemovePlayer(entity this)
{
- this.health = 0; // neccessary to update correctly alive stats
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0); // neccessary to update correctly alive stats
if(!STAT(FROZEN, this))
freezetag_LastPlayerForTeam_Notify(this);
freezetag_Unfreeze(this);
}
else
freezetag_Unfreeze(frag_target); // remove ice
- frag_target.health = 0; // Unfreeze resets health
+ SetResourceAmountExplicit(frag_target, RESOURCE_HEALTH, 0); // Unfreeze resets health
frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
return true;
}
if(n && STAT(FROZEN, player) == 1) // OK, there is at least one teammate reviving us
{
STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- player.health = max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health));
+ SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
if(STAT(REVIVE_PROGRESS, player) >= 1)
{
else if(!n && STAT(FROZEN, player) == 1) // only if no teammate is nearby will we reset
{
STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
- player.health = max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health));
+ SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
}
else if(!n && !STAT(FROZEN, player))
{
return; // target was already frozen, so this is just pushing them off the cliff
Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
- Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target, frag_attacker.health, frag_attacker.armorvalue, (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
+ GetResourceAmount(frag_attacker, RESOURCE_HEALTH), GetResourceAmount(frag_attacker, RESOURCE_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
return true;
}