FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
{
++total_players;
- if (GetResourceAmount(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
+ if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
{
continue;
}
{
entity last_pl = NULL;
FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
- if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResourceAmount(it, RES_HEALTH) >= 1)
+ if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
{
if (!last_pl)
last_pl = it;
navigation_routerating(this, it, ratingscale, 2000);
}
else if (best_dist2
- && GetResourceAmount(it, RES_HEALTH) < GetResourceAmount(this, RES_HEALTH) + 30
+ && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
&& vlen2(it.origin - org) < best_dist2)
{
// If teamate is not frozen still seek them out as fight better
freezetag_LastPlayerForTeam_Notify(this);
Unfreeze(this, false);
- SetResourceAmount(this, RES_HEALTH, 0); // neccessary to correctly count alive players
+ SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
freezetag_count_alive_players();
}
if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
Unfreeze(frag_target, true);
freezetag_count_alive_players();
- return true; // let the player die so that he can respawn whenever he wants
+ frag_target.respawn_time = time;
+ frag_target.respawn_flags |= RESPAWN_FORCE;
+ return true;
}
// Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
if (STAT(FROZEN, player) == FROZEN_NORMAL)
{
STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
- SetResourceAmount(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
+ SetResourceExplicit(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
}
else if (!STAT(FROZEN, player))
STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
else if (STAT(FROZEN, player) == FROZEN_NORMAL) // 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);
- SetResourceAmount(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
+ SetResourceExplicit(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
if(STAT(REVIVE_PROGRESS, player) >= 1)
{
MUTATOR_HOOKFUNCTION(ft, SetStartItems)
{
- start_items &= ~IT_UNLIMITED_AMMO;
+ start_items &= ~IT_UNLIMITED_BOTH;
//start_health = warmup_start_health = cvar("g_lms_start_health");
//start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
{
- // most weapons arena
if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
- M_ARGV(0, string) = "most";
+ M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
}
MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
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,
- GetResourceAmount(frag_attacker, RES_HEALTH), GetResourceAmount(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
+ GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
return true;
}
+MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
+{
+ string cmd_name = M_ARGV(0, string);
+ if (cmd_name == "shuffleteams")
+ shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
+ return false;
+}
+
void freezetag_Initialize()
{
freezetag_teams = autocvar_g_freezetag_teams_override;