void freezetag_Initialize()
{
precache_model("models/ice/ice.md3");
- warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
+ warmup = max(time, game_starttime) + autocvar_g_freezetag_warmup;
ScoreRules_freezetag();
}
void freezetag_CheckWinner()
{
- if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
+ if(time <= game_starttime || inWarmupStage)
return;
if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
self.nextthink = time;
}
+void freezetag_update_alive_stats()
+{
+ entity e;
+ FOR_EACH_REALCLIENT(e) {
+ e.redalive_stat = redalive;
+ e.bluealive_stat = bluealive;
+ e.yellowalive_stat = yellowalive;
+ e.pinkalive_stat = pinkalive;
+ }
+}
+
+void freezetag_add_alive()
+{
+ if(self.team == COLOR_TEAM1) ++redalive;
+ else if(self.team == COLOR_TEAM2) ++bluealive;
+ else if(self.team == COLOR_TEAM3) ++yellowalive;
+ else if(self.team == COLOR_TEAM4) ++pinkalive;
+ freezetag_update_alive_stats();
+}
+
+void freezetag_remove_alive()
+{
+ if(self.team == COLOR_TEAM1) --redalive;
+ else if(self.team == COLOR_TEAM2) --bluealive;
+ else if(self.team == COLOR_TEAM3) --yellowalive;
+ else if(self.team == COLOR_TEAM4) --pinkalive;
+ freezetag_update_alive_stats();
+}
+
void freezetag_Freeze(entity attacker)
{
if(self.freezetag_frozen)
self.freezetag_frozen = 1;
self.freezetag_revive_progress = 0;
self.health = 1;
+ if(inWarmupStage)
+ self.freezetag_frozen_timeout = time + 5;
entity ice;
ice = spawn();
void freezetag_Unfreeze(entity attacker)
{
self.freezetag_frozen = 0;
+ self.freezetag_frozen_timeout = 0;
self.freezetag_revive_progress = 0;
self.health = autocvar_g_balance_health_start;
MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
{
if(self.freezetag_frozen == 0 && self.health >= 1)
- {
- if(self.team == COLOR_TEAM1)
- --redalive;
- else if(self.team == COLOR_TEAM2)
- --bluealive;
- else if(self.team == COLOR_TEAM3)
- --yellowalive;
- else if(self.team == COLOR_TEAM4)
- --pinkalive;
- --totalalive;
- }
+ freezetag_remove_alive();
+
+ freezetag_Unfreeze(world);
if(total_players > 2) // only check for winners if we had more than two players (one of them left, don't let the other player win just because of that)
freezetag_CheckWinner();
- freezetag_Unfreeze(world);
-
return 1;
}
MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
{
- if(self.freezetag_frozen == 0)
+ if(frag_deathtype == DEATH_HURTTRIGGER)
{
- if(self.team == COLOR_TEAM1)
- --redalive;
- else if(self.team == COLOR_TEAM2)
- --bluealive;
- else if(self.team == COLOR_TEAM3)
- --yellowalive;
- else if(self.team == COLOR_TEAM4)
- --pinkalive;
- --totalalive;
+ if(!self.freezetag_frozen)
+ {
+ freezetag_remove_alive();
+ freezetag_Freeze(world);
+ freezetag_CheckWinner();
+ }
+ PutClientInServer(); // respawn the player
+ self.health = 1;
+ return 0;
+ }
+ if(self.freezetag_frozen == 0)
+ {
freezetag_Freeze(frag_attacker);
+ freezetag_remove_alive();
}
if(frag_attacker == frag_target || frag_attacker == world)
freezetag_CheckWinner();
- return 1;
+ return 0;
}
MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
{
- freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
+ if(self.freezetag_frozen) // stay frozen if respawning after death (DEATH_HURTTRIGGER)
+ return 1;
+
+ freezetag_add_alive();
- if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
+ if(time <= game_starttime || inWarmupStage || total_players == 0)
+ return 1;
+
+ if(total_players == 1) // only one player active on server, start a new match immediately
if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
{
next_round = time;
return 1;
}
+
if(warmup && time > warmup) // spawn too late, freeze player
{
- centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
+ centerprint(self, "^1Round already started, you spawn as frozen.");
freezetag_Freeze(world);
+ freezetag_remove_alive();
}
return 1;
}
+MUTATOR_HOOKFUNCTION(freezetag_reset_map_global)
+{
+ redalive = bluealive = yellowalive = pinkalive = 0;
+ warmup = max(time, game_starttime);
+ if(autocvar_g_freezetag_warmup > 0)
+ warmup += autocvar_g_freezetag_warmup;
+ return 1;
+}
+
+MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
+{
+ FOR_EACH_PLAYER(self)
+ {
+ if (self.freezetag_frozen)
+ freezetag_Unfreeze(world);
+ PutClientInServer();
+ }
+ return 1;
+}
+
MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
{
frag_score = 0; // no frags counted in Freeze Tag
float n;
vector revive_extra_size;
+ if(gameover)
+ return 1;
+ if(self.freezetag_frozen && !self.freezetag_revive_progress)
+ self.health = 1;
+ if(self.freezetag_frozen_timeout && time >= self.freezetag_frozen_timeout)
+ {
+ freezetag_Unfreeze(world);
+ freezetag_add_alive();
+ return 1;
+ }
+ if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
+ return 1; // already waiting for next round to start
+
revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
entity o;
if(self.freezetag_revive_progress >= 1)
{
freezetag_Unfreeze(self);
+ freezetag_add_alive();
// EVERY team mate nearby gets a point (even if multiple!)
FOR_EACH_PLAYER(other) if(self != other)
else
self.havocbot_role = havocbot_role_ft_offense;
}
-
+
return TRUE;
}
MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(reset_map_global, freezetag_reset_map_global, CBC_ORDER_ANY);
+ MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);