freezetag_Initialize();
ActivateTeamplay();
- SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, -1, -1);
+ SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, autocvar_timelimit_override, -1);
if (autocvar_g_freezetag_team_spawns)
have_team_spawns = -1; // request team spawns
MUTATOR_HOOKFUNCTION(ft, PlayerDies)
{
- SELFPARAM();
if(round_handler_IsActive())
if(round_handler_CountdownRunning())
{
if(STAT(FROZEN, frag_target))
- WITH(entity, self, frag_target, freezetag_Unfreeze(world));
+ WITHSELF(frag_target, freezetag_Unfreeze(world));
freezetag_count_alive_players();
return 1; // let the player die so that he can respawn whenever he wants
}
freezetag_LastPlayerForTeam_Notify();
}
else
- WITH(entity, self, frag_target, freezetag_Unfreeze(world)); // remove ice
+ WITHSELF(frag_target, freezetag_Unfreeze(world)); // remove ice
frag_target.health = 0; // Unfreeze resets health
frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
return 1;
if(STAT(FROZEN, frag_target))
return 1;
- WITH(entity, self, frag_target, freezetag_Freeze(frag_attacker));
+ WITHSELF(frag_target, freezetag_Freeze(frag_attacker));
freezetag_LastPlayerForTeam_Notify();
if(frag_attacker == frag_target || frag_attacker == world)
}
MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
-{SELFPARAM();
- if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
return 1; // do nothing, round is starting right now
- if(self.freezetag_frozen_timeout == -2) // player was dead
+ if(player.freezetag_frozen_timeout == -2) // player was dead
{
- freezetag_Freeze(world);
+ WITHSELF(player, freezetag_Freeze(world));
return 1;
}
if(round_handler_IsActive())
if(round_handler_IsRoundStarted())
{
- Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
- freezetag_Freeze(world);
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
+ WITHSELF(player, freezetag_Freeze(world));
}
return 1;
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
it.killcount = 0;
it.freezetag_frozen_timeout = -1;
- setself(it);
- PutClientInServer();
+ WITHSELF(it, PutClientInServer());
it.freezetag_frozen_timeout = 0;
));
freezetag_count_alive_players();