1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
5 ScoreRules_freezetag();
8 void freezetag_CheckWinner()
10 if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
13 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
14 return; // already waiting for next round to start
16 if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
17 || (redalive >= 1 && yellowalive >= 1)
18 || (redalive >= 1 && pinkalive >= 1)
19 || (bluealive >= 1 && yellowalive >= 1)
20 || (bluealive >= 1 && pinkalive >= 1)
21 || (yellowalive >= 1 && pinkalive >= 1))
22 return; // we still have active players on two or more teams, nobody won yet
30 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
33 break; // break, we found the winner
37 if(winner != world) // just in case a winner wasn't found
39 if(winner.team == COLOR_TEAM1)
40 teamname = "^1Red Team";
41 else if(winner.team == COLOR_TEAM2)
42 teamname = "^4Blue Team";
43 else if(winner.team == COLOR_TEAM3)
44 teamname = "^3Yellow Team";
46 teamname = "^6Pink Team";
48 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
50 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
51 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
54 next_round = time + 5;
57 // this is needed to allow the player to turn his view around (fixangle can't
58 // be used to freeze his view, as that also changes the angles), while not
59 // turning that ice object with the player
60 void freezetag_Ice_Think()
62 setorigin(self, self.owner.origin - '0 0 16');
63 self.nextthink = time;
66 void freezetag_Freeze(entity attacker)
68 if(self.freezetag_frozen)
70 self.freezetag_frozen = 1;
71 self.freezetag_revive_progress = 0;
77 ice.classname = "freezetag_ice";
78 ice.think = freezetag_Ice_Think;
80 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
81 setmodel(ice, "models/ice/ice.md3");
86 freezetag_Ice_Think();
89 RemoveGrapplingHook(self);
92 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
96 // you froze your own dumb self
97 // counted as "suicide" already
98 PlayerScore_Add(self, SP_SCORE, -1);
100 else if(attacker.classname == "player")
102 // got frozen by an enemy
103 // counted as "kill" and "death" already
104 PlayerScore_Add(self, SP_SCORE, -1);
105 PlayerScore_Add(attacker, SP_SCORE, +1);
109 // nothing - got frozen by the game type rules themselves
113 void freezetag_Unfreeze(entity attacker)
115 self.freezetag_frozen = 0;
116 self.freezetag_revive_progress = 0;
117 self.health = autocvar_g_balance_health_start;
119 // remove the ice block
121 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
128 if(self.waypointsprite_attached)
129 WaypointSprite_Kill(self.waypointsprite_attached);
132 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
134 if(self.freezetag_frozen == 0)
136 if(self.team == COLOR_TEAM1)
138 else if(self.team == COLOR_TEAM2)
140 else if(self.team == COLOR_TEAM3)
142 else if(self.team == COLOR_TEAM4)
147 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)
148 freezetag_CheckWinner();
150 freezetag_Unfreeze(world);
155 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
157 if(self.freezetag_frozen == 0)
159 if(self.team == COLOR_TEAM1)
161 else if(self.team == COLOR_TEAM2)
163 else if(self.team == COLOR_TEAM3)
165 else if(self.team == COLOR_TEAM4)
169 freezetag_Freeze(frag_attacker);
172 if(frag_attacker.classname == STR_PLAYER)
173 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
175 if(frag_attacker == frag_target || frag_attacker == world)
177 if(frag_target.classname == STR_PLAYER)
178 centerprint(frag_target, "^1You froze yourself.\n");
179 bprint("^7", frag_target.netname, "^1 froze himself.\n");
183 if(frag_target.classname == STR_PLAYER)
184 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
185 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
188 frag_target.health = 1; // "respawn" the player :P
190 freezetag_CheckWinner();
195 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
197 freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
199 if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
200 if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
205 if(warmup && time > warmup) // spawn too late, freeze player
207 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
208 freezetag_Freeze(world);
214 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
216 frag_score = 0; // no frags counted in Freeze Tag
220 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
223 vector revive_extra_size;
225 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
230 FOR_EACH_PLAYER(other) if(self != other)
232 if(other.freezetag_frozen == 0)
234 if(other.team == self.team)
236 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
246 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
248 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
249 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
251 if(self.freezetag_revive_progress >= 1)
253 freezetag_Unfreeze(self);
255 // EVERY team mate nearby gets a point (even if multiple!)
256 FOR_EACH_PLAYER(other) if(self != other)
258 if(other.freezetag_frozen == 0)
260 if(other.team == self.team)
262 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
264 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
265 PlayerScore_Add(other, SP_SCORE, +1);
272 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
274 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
275 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
277 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
279 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
282 // now find EVERY teammate within reviving radius, set their revive_progress values correct
283 FOR_EACH_PLAYER(other) if(self != other)
285 if(other.freezetag_frozen == 0)
287 if(other.team == self.team)
289 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
290 other.freezetag_revive_progress = self.freezetag_revive_progress;
295 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
297 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
298 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
302 self.freezetag_revive_progress = 0; // thawing nobody
308 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
310 if(self.freezetag_frozen)
312 self.movement = '0 0 0';
313 self.disableclientprediction = 1;
318 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
322 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
325 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
331 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
333 if (self.freezetag_frozen)
338 MUTATOR_DEFINITION(gamemode_freezetag)
340 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
341 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
342 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
343 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
344 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
345 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
346 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
347 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
348 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
352 if(time > 1) // game loads at time 1
353 error("This is a game type and it cannot be added at runtime.");
355 freezetag_Initialize();
361 error("This is a game type and it cannot be removed at runtime.");