1 #include "sv_freezetag.qh"
3 #include <server/elimination.qh>
4 #include <server/resources.qh>
6 float autocvar_g_freezetag_frozen_maxtime;
7 float autocvar_g_freezetag_revive_clearspeed;
8 float autocvar_g_freezetag_round_timelimit;
9 //int autocvar_g_freezetag_teams;
10 int autocvar_g_freezetag_teams_override;
11 float autocvar_g_freezetag_warmup;
13 void freezetag_count_alive_players()
16 for (int i = 1; i <= NUM_TEAMS; ++i)
18 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
20 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
23 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
27 entity team_ = Entity_GetTeam(it);
28 int num_alive = Team_GetNumberOfAlivePlayers(team_);
30 Team_SetNumberOfAlivePlayers(team_, num_alive);
32 FOREACH_CLIENT(IS_REAL_CLIENT(it),
34 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
36 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
37 Team_GetTeamFromIndex(2));
38 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
39 Team_GetTeamFromIndex(3));
40 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
41 Team_GetTeamFromIndex(4));
44 eliminatedPlayers.SendFlags |= 1;
47 bool freezetag_CheckTeams()
49 static float prev_missing_teams_mask;
50 if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
52 if(prev_missing_teams_mask > 0)
53 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
54 prev_missing_teams_mask = -1;
57 if(total_players == 0)
59 if(prev_missing_teams_mask > 0)
60 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
61 prev_missing_teams_mask = -1;
64 int missing_teams_mask = 0;
65 for (int i = 1; i <= NUM_TEAMS; ++i)
67 if ((freezetag_teams & Team_IndexToBit(i)) &&
68 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
70 missing_teams_mask |= Team_IndexToBit(i);
73 if(prev_missing_teams_mask != missing_teams_mask)
75 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
76 prev_missing_teams_mask = missing_teams_mask;
81 int freezetag_getWinnerTeam()
84 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
86 winner_team = NUM_TEAM_1;
88 for (int i = 2; i <= NUM_TEAMS; ++i)
90 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
96 winner_team = Team_IndexToTeam(i);
103 return -1; // no player left
106 void nades_Clear(entity);
107 void nades_GiveBonus(entity player, float score);
109 bool freezetag_CheckWinner()
111 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
113 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
114 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
115 FOREACH_CLIENT(IS_PLAYER(it), {
116 it.freezetag_frozen_timeout = 0;
117 it.freezetag_revive_time = 0;
121 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
125 if (Team_GetNumberOfAliveTeams() > 1)
130 int winner_team = freezetag_getWinnerTeam();
133 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
134 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
135 TeamScore_AddToTeam(winner_team, ST_FT_ROUNDS, +1);
137 else if(winner_team == -1)
139 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
140 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
143 FOREACH_CLIENT(IS_PLAYER(it), {
144 it.freezetag_frozen_timeout = 0;
145 it.freezetag_revive_time = 0;
150 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
154 entity freezetag_LastPlayerForTeam(entity this)
156 entity last_pl = NULL;
157 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
158 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
169 void freezetag_LastPlayerForTeam_Notify(entity this)
171 if(round_handler_IsActive())
172 if(round_handler_IsRoundStarted())
174 entity pl = freezetag_LastPlayerForTeam(this);
176 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
180 void freezetag_Add_Score(entity targ, entity attacker)
184 // you froze your own dumb self
185 // counted as "suicide" already
186 GameRules_scoring_add(targ, SCORE, -1);
188 else if(IS_PLAYER(attacker))
190 // got frozen by an enemy
191 // counted as "kill" and "death" already
192 GameRules_scoring_add(targ, SCORE, -1);
193 GameRules_scoring_add(attacker, SCORE, +1);
195 // else nothing - got frozen by the game type rules themselves
198 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
199 void freezetag_Freeze(entity targ, entity attacker)
201 if(STAT(FROZEN, targ))
204 targ.freezetag_frozen_time = time;
205 if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
206 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
208 Freeze(targ, 0, FROZEN_NORMAL, true);
210 freezetag_count_alive_players();
212 freezetag_Add_Score(targ, attacker);
215 bool freezetag_isEliminated(entity e)
217 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
227 void(entity this) havocbot_role_ft_freeing;
228 void(entity this) havocbot_role_ft_offense;
230 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
232 entity best_pl = NULL;
233 float best_dist2 = FLOAT_MAX;
234 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
235 if (STAT(FROZEN, it) == FROZEN_NORMAL)
237 if(vdist(it.origin - org, >, sradius))
239 navigation_routerating(this, it, ratingscale, 2000);
242 && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
243 && vlen2(it.origin - org) < best_dist2)
245 // If teamate is not frozen still seek them out as fight better
247 best_dist2 = vlen2(it.origin - org);
248 if (best_dist2 < 700 ** 2)
251 best_dist2 = 0; // already close to a teammate
258 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
261 void havocbot_role_ft_offense(entity this)
266 if (!this.havocbot_role_timeout)
267 this.havocbot_role_timeout = time + random() * 10 + 20;
269 // Count how many players on team are unfrozen.
271 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
275 // If only one left on team or if role has timed out then start trying to free players.
276 if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
278 LOG_TRACE("changing role to freeing");
279 this.havocbot_role = havocbot_role_ft_freeing;
280 this.havocbot_role_timeout = 0;
284 if (navigation_goalrating_timeout(this))
286 navigation_goalrating_start(this);
287 havocbot_goalrating_items(this, 12000, this.origin, 10000);
288 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
289 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
290 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
291 navigation_goalrating_end(this);
293 navigation_goalrating_timeout_set(this);
297 void havocbot_role_ft_freeing(entity this)
302 if (!this.havocbot_role_timeout)
303 this.havocbot_role_timeout = time + random() * 10 + 20;
305 if (time > this.havocbot_role_timeout)
307 LOG_TRACE("changing role to offense");
308 this.havocbot_role = havocbot_role_ft_offense;
309 this.havocbot_role_timeout = 0;
313 if (navigation_goalrating_timeout(this))
315 navigation_goalrating_start(this);
316 havocbot_goalrating_items(this, 10000, this.origin, 10000);
317 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
318 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
319 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
320 navigation_goalrating_end(this);
322 navigation_goalrating_timeout_set(this);
331 void ft_RemovePlayer(entity this)
333 if (STAT(FROZEN, this) != FROZEN_NORMAL)
334 freezetag_LastPlayerForTeam_Notify(this);
335 Unfreeze(this, false);
337 SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
338 freezetag_count_alive_players();
341 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
343 entity player = M_ARGV(0, entity);
345 ft_RemovePlayer(player);
349 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
351 entity player = M_ARGV(0, entity);
353 ft_RemovePlayer(player);
356 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
358 entity frag_attacker = M_ARGV(1, entity);
359 entity frag_target = M_ARGV(2, entity);
360 float frag_deathtype = M_ARGV(3, float);
362 if(round_handler_IsActive())
363 if(round_handler_CountdownRunning())
365 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
366 Unfreeze(frag_target, true);
367 freezetag_count_alive_players();
368 frag_target.respawn_time = time;
369 frag_target.respawn_flags |= RESPAWN_FORCE;
373 frag_target.respawn_time = time + 1;
374 frag_target.respawn_flags |= RESPAWN_FORCE;
376 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
377 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
378 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
379 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
381 // let the player die, he will be automatically frozen when he respawns
382 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
384 freezetag_Add_Score(frag_target, frag_attacker);
385 freezetag_count_alive_players();
386 freezetag_LastPlayerForTeam_Notify(frag_target);
389 Unfreeze(frag_target, false); // remove ice
390 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
394 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
397 freezetag_Freeze(frag_target, frag_attacker);
398 freezetag_LastPlayerForTeam_Notify(frag_target);
400 if(frag_attacker == frag_target || frag_attacker == NULL)
402 if(IS_PLAYER(frag_target))
403 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
404 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
408 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
414 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
416 entity player = M_ARGV(0, entity);
418 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
419 return true; // do nothing, round is starting right now
421 if(player.freezetag_frozen_timeout == -2) // player was dead
423 freezetag_Freeze(player, NULL);
427 freezetag_count_alive_players();
429 if(round_handler_IsActive())
430 if(round_handler_IsRoundStarted())
432 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
433 freezetag_Freeze(player, NULL);
439 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
441 FOREACH_CLIENT(IS_PLAYER(it), {
442 CS(it).killcount = 0;
443 it.freezetag_revive_time = 0;
444 it.freezetag_frozen_timeout = -1;
445 PutClientInServer(it);
446 it.freezetag_frozen_timeout = 0;
448 freezetag_count_alive_players();
452 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
454 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
458 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
460 entity targ = M_ARGV(0, entity);
461 targ.freezetag_frozen_time = 0;
462 targ.freezetag_frozen_timeout = 0;
465 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
467 entity frag_attacker = M_ARGV(1, entity);
468 entity frag_target = M_ARGV(2, entity);
469 //float frag_deathtype = M_ARGV(3, float);
470 //float frag_damage = M_ARGV(4, float);
471 vector frag_force = M_ARGV(6, vector);
473 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
474 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
477 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
478 && frag_target.freezetag_frozen_timeout > time)
480 if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
481 t = vlen(frag_force) * autocvar_g_freezetag_revive_auto_reducible_forcefactor;
482 frag_target.freezetag_frozen_timeout -= t;
483 if (frag_target.freezetag_frozen_timeout < time)
484 frag_target.freezetag_frozen_timeout = time;
489 #ifdef IN_REVIVING_RANGE
490 #undef IN_REVIVING_RANGE
493 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
494 (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
495 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
497 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
502 if(round_handler_IsActive())
503 if(!round_handler_IsRoundStarted())
506 entity player = M_ARGV(0, entity);
507 //if (STAT(FROZEN, player) == FROZEN_NORMAL)
508 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
509 //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
511 if (!(frametime && IS_PLAYER(player)))
514 entity reviving_players_last = NULL;
515 entity reviving_players_first = NULL;
517 bool player_is_reviving = false;
519 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
520 FOREACH_CLIENT(IS_PLAYER(it), {
521 // check if player is reviving anyone
522 if (STAT(FROZEN, it) == FROZEN_NORMAL)
524 if ((STAT(FROZEN, player) == FROZEN_NORMAL))
526 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
528 player_is_reviving = true;
532 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
533 continue; // both player and it are NOT frozen
534 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
537 // found a teammate that is reviving player
538 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
540 it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
541 while (it.freezetag_revive_time > 1)
543 GameRules_scoring_add(it, SCORE, +1);
544 it.freezetag_revive_time -= 1;
547 if (reviving_players_last)
548 reviving_players_last.chain = it;
549 reviving_players_last = it;
550 if (!reviving_players_first)
551 reviving_players_first = it;
554 if (reviving_players_last)
555 reviving_players_last.chain = NULL;
557 // allow normal revival during automatic revival
558 // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
559 //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
560 if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
563 float base_progress = 0;
564 if (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
565 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
567 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
568 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
571 if (!n) // no teammate nearby
573 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
574 if (autocvar_g_freezetag_revive_time_to_score > 0)
575 clearspeed = 0; // prevent stacking points by entering and exiting the revival zone many times
576 if (STAT(FROZEN, player) == FROZEN_NORMAL)
577 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
578 else if (!STAT(FROZEN, player) && !player_is_reviving)
579 STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
581 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
583 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed * (1 - base_progress)), 1);
585 if(STAT(REVIVE_PROGRESS, player) >= 1)
587 float frozen_time = time - player.freezetag_frozen_time;
588 Unfreeze(player, false);
589 SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
590 freezetag_count_alive_players();
594 if(autocvar_sv_eventlog)
595 GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
596 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
597 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
601 // EVERY team mate nearby gets a point (even if multiple!)
602 for(entity it = reviving_players_first; it; it = it.chain)
604 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
605 GameRules_scoring_add(it, SCORE, +1);
606 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
609 entity first = reviving_players_first;
610 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
611 Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
612 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, first.netname);
613 if(autocvar_sv_eventlog)
615 string revivers = "";
616 for(entity it = reviving_players_first; it; it = it.chain)
617 revivers = strcat(revivers, ftos(it.playerid), ",");
618 revivers = substring(revivers, 0, strlen(revivers) - 1);
619 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
623 for(entity it = reviving_players_first; it; it = it.chain)
624 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
627 if (STAT(FROZEN, player) == FROZEN_NORMAL)
629 entity player_wp = player.waypointsprite_attached;
630 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
632 WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
633 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
637 WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
638 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
641 WaypointSprite_UpdateMaxHealth(player_wp, 1);
642 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
648 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
650 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
651 //start_health = warmup_start_health = cvar("g_lms_start_health");
652 //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
653 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
654 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
655 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
656 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
657 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
658 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
661 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
663 entity bot = M_ARGV(0, entity);
668 bot.havocbot_role = havocbot_role_ft_freeing;
670 bot.havocbot_role = havocbot_role_ft_offense;
673 // if bots spawn all at once assign them a more appropriated role after a while
674 if (time < CS(bot).jointime + 1)
675 bot.havocbot_role_timeout = time + 10 + random() * 10;
680 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
682 M_ARGV(0, float) = freezetag_teams;
686 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
688 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
689 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
692 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
694 entity frag_attacker = M_ARGV(0, entity);
695 entity frag_target = M_ARGV(1, entity);
696 //float frag_deathtype = M_ARGV(2, float);
697 int kill_count_to_attacker = M_ARGV(3, int);
698 int kill_count_to_target = M_ARGV(4, int);
700 if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
701 return; // target was already frozen, so this is just pushing them off the cliff
703 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));
704 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
705 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
710 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
712 string cmd_name = M_ARGV(0, string);
713 if (cmd_name == "shuffleteams")
714 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
718 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
720 // announce remaining frags
724 void freezetag_Initialize()
726 freezetag_teams = autocvar_g_freezetag_teams_override;
727 if(freezetag_teams < 2)
728 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
730 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
731 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
732 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
733 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
736 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
737 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
739 EliminatedPlayers_Init(freezetag_isEliminated);