warmup = time + cvar("g_ca_warmup");
allowed_to_spawn = 1;
}
+ else if(g_freezetag)
+ {
+ warmup = time + cvar("g_freezetag_warmup");
+ }
lms_lowest_lives = 999;
lms_next_place = player_count;
self.classname = "player";
PutClientInServer();
}
+ else if(g_freezetag)
+ {
+ if(self.classname == "player")
+ PutClientInServer();
+ }
else
{
/*
float f;
string msg;
- if((!g_arena && !g_ca) || (g_arena && !arena_roundbased) || (time < game_starttime))
+ if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
return;
f = ceil(warmup - time);
}
}
- if(self.classname == "player" && self.health > 0)
+ if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
self.movetype = MOVETYPE_WALK;
}
float next_round;
float stopalivecheck;
-float redalive, bluealive;
-.float redalive_stat, bluealive_stat;
+float redalive, bluealive, yellowalive, pinkalive;
+.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
/**
* This function finds out whether an arena round is over 1 player is left.
* It determines the last player who's still alive and saves it's entity reference
self.bluealive_stat = bluealive;
}
}
+ else if(g_freezetag)
+ {
+ redalive = 0; bluealive = 0;
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) redalive += 1;
+ else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) bluealive += 1;
+ else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) yellowalive += 1;
+ else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) pinkalive += 1;
+ }
+ FOR_EACH_PLAYER(self) {
+ self.redalive_stat = redalive;
+ self.bluealive_stat = bluealive;
+ self.yellowalive_stat = yellowalive;
+ self.pinkalive_stat = pinkalive;
+ }
+ }
if(time < warmup + 1 || inWarmupStage)
return;
next_round = 0;
reset_map(TRUE);
}
+ } else if(g_freezetag) {
+ if((next_round && next_round < time))
+ {
+ next_round = 0;
+ reset_map(TRUE);
+ }
} else { // arena
//extend next_round if it isn't set yet and only 1 player is spawned
if(!next_round)