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Hide missing_team notification if there's nobody playing, it's pointless
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1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
4 .entity freezetag_ice;
5 #define ICE_MAX_ALPHA 1
6 #define ICE_MIN_ALPHA 0.1
7 float freezetag_teams;
8
9 void freezetag_count_alive_players()
10 {
11         entity e;
12         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
13         FOR_EACH_PLAYER(e) {
14                 if(e.team == NUM_TEAM_1 && e.health >= 1)
15                 {
16                         ++total_players;
17                         if (!e.freezetag_frozen) ++redalive;
18                 }
19                 else if(e.team == NUM_TEAM_2 && e.health >= 1)
20                 {
21                         ++total_players;
22                         if (!e.freezetag_frozen) ++bluealive;
23                 }
24                 else if(e.team == NUM_TEAM_3 && e.health >= 1)
25                 {
26                         ++total_players;
27                         if (!e.freezetag_frozen) ++yellowalive;
28                 }
29                 else if(e.team == NUM_TEAM_4 && e.health >= 1)
30                 {
31                         ++total_players;
32                         if (!e.freezetag_frozen) ++pinkalive;
33                 }
34         }
35         FOR_EACH_REALCLIENT(e) {
36                 e.redalive_stat = redalive;
37                 e.bluealive_stat = bluealive;
38                 e.yellowalive_stat = yellowalive;
39                 e.pinkalive_stat = pinkalive;
40         }
41 }
42 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
43 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
44
45 float prev_missing_teams_mask;
46 float freezetag_CheckTeams()
47 {
48         if(FREEZETAG_ALIVE_TEAMS_OK())
49         {
50                 if(prev_missing_teams_mask > 0)
51                         Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_MISSING_TEAMS);
52                 prev_missing_teams_mask = -1;
53                 return 1;
54         }
55         if(total_players == 0)
56         {
57                 if(prev_missing_teams_mask > 0)
58                         Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_MISSING_TEAMS);
59                 prev_missing_teams_mask = -1;
60                 return 0;
61         }
62         float missing_teams_mask = (!redalive) + (!bluealive) * 2;
63         if(freezetag_teams >= 3) missing_teams_mask += (!yellowalive) * 4;
64         if(freezetag_teams >= 4) missing_teams_mask += (!pinkalive) * 8;
65         if(prev_missing_teams_mask != missing_teams_mask)
66         {
67                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
68                 prev_missing_teams_mask = missing_teams_mask;
69         }
70         return 0;
71 }
72
73 float freezetag_getWinnerTeam()
74 {
75         float winner_team = 0;
76         if(redalive >= 1)
77                 winner_team = NUM_TEAM_1;
78         if(bluealive >= 1)
79         {
80                 if(winner_team) return 0;
81                 winner_team = NUM_TEAM_2;
82         }
83         if(yellowalive >= 1)
84         {
85                 if(winner_team) return 0;
86                 winner_team = NUM_TEAM_3;
87         }
88         if(pinkalive >= 1)
89         {
90                 if(winner_team) return 0;
91                 winner_team = NUM_TEAM_4;
92         }
93         if(winner_team)
94                 return winner_team;
95         return -1; // no player left
96 }
97
98 float freezetag_CheckWinner()
99 {
100         entity e;
101         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
102         {
103                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
104                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
105                 FOR_EACH_PLAYER(e)
106                 {
107                         e.freezetag_frozen_timeout = 0;
108                         e.freezetag_revive_progress = 0;
109                 }
110                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
111                 return 1;
112         }
113
114         if(FREEZETAG_ALIVE_TEAMS() > 1)
115                 return 0;
116
117         float winner_team;
118         winner_team = freezetag_getWinnerTeam();
119         if(winner_team > 0)
120         {
121                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
122                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
123                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
124         }
125         else if(winner_team == -1)
126         {
127                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
128                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
129         }
130
131         FOR_EACH_PLAYER(e)
132         {
133                 e.freezetag_frozen_timeout = 0;
134                 e.freezetag_revive_progress = 0;
135         }
136         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
137         return 1;
138 }
139
140 // this is needed to allow the player to turn his view around (fixangle can't
141 // be used to freeze his view, as that also changes the angles), while not
142 // turning that ice object with the player
143 void freezetag_Ice_Think()
144 {
145         setorigin(self, self.owner.origin - '0 0 16');
146         self.nextthink = time;
147 }
148
149 void freezetag_Add_Score(entity attacker)
150 {
151         if(attacker == self)
152         {
153                 // you froze your own dumb self
154                 // counted as "suicide" already
155                 PlayerScore_Add(self, SP_SCORE, -1);
156         }
157         else if(IS_PLAYER(attacker))
158         {
159                 // got frozen by an enemy
160                 // counted as "kill" and "death" already
161                 PlayerScore_Add(self, SP_SCORE, -1);
162                 PlayerScore_Add(attacker, SP_SCORE, +1);
163         }
164         // else nothing - got frozen by the game type rules themselves
165 }
166
167 void freezetag_Freeze(entity attacker)
168 {
169         if(self.freezetag_frozen)
170                 return;
171         self.freezetag_frozen = 1;
172         self.freezetag_frozen_time = time;
173         self.freezetag_revive_progress = 0;
174         self.health = 1;
175         if(autocvar_g_freezetag_frozen_maxtime > 0)
176                 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
177
178         freezetag_count_alive_players();
179
180         entity ice;
181         ice = spawn();
182         ice.owner = self;
183         ice.classname = "freezetag_ice";
184         ice.think = freezetag_Ice_Think;
185         ice.nextthink = time;
186         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
187         ice.alpha = ICE_MAX_ALPHA;
188         ice.colormod = Team_ColorRGB(self.team);
189         ice.glowmod = ice.colormod;
190         setmodel(ice, "models/ice/ice.md3");
191
192         self.freezetag_ice = ice;
193
194         RemoveGrapplingHook(self);
195
196         // add waypoint
197         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
198
199         freezetag_Add_Score(attacker);
200 }
201
202 void freezetag_Unfreeze(entity attacker)
203 {
204         self.freezetag_frozen = 0;
205         self.freezetag_frozen_time = 0;
206         self.freezetag_frozen_timeout = 0;
207         self.freezetag_revive_progress = 0;
208
209         remove(self.freezetag_ice);
210         self.freezetag_ice = world;
211
212         if(self.waypointsprite_attached)
213                 WaypointSprite_Kill(self.waypointsprite_attached);
214 }
215
216
217 // ================
218 // Bot player logic
219 // ================
220
221 void() havocbot_role_ft_freeing;
222 void() havocbot_role_ft_offense;
223
224 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
225 {
226         entity head;
227         float distance;
228
229         FOR_EACH_PLAYER(head)
230         {
231                 if ((head != self) && (head.team == self.team))
232                 {
233                         if (head.freezetag_frozen)
234                         {
235                                 distance = vlen(head.origin - org);
236                                 if (distance > sradius)
237                                         continue;
238                                 navigation_routerating(head, ratingscale, 2000);
239                         }
240                         else
241                         {
242                                 // If teamate is not frozen still seek them out as fight better
243                                 // in a group.
244                                 navigation_routerating(head, ratingscale/3, 2000);
245                         }
246                 }
247         }
248 }
249
250 void havocbot_role_ft_offense()
251 {
252         entity head;
253         float unfrozen;
254
255         if(self.deadflag != DEAD_NO)
256                 return;
257
258         if (!self.havocbot_role_timeout)
259                 self.havocbot_role_timeout = time + random() * 10 + 20;
260
261         // Count how many players on team are unfrozen.
262         unfrozen = 0;
263         FOR_EACH_PLAYER(head)
264         {
265                 if ((head.team == self.team) && (!head.freezetag_frozen))
266                         unfrozen++;
267         }
268
269         // If only one left on team or if role has timed out then start trying to free players.
270         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
271         {
272                 dprint("changing role to freeing\n");
273                 self.havocbot_role = havocbot_role_ft_freeing;
274                 self.havocbot_role_timeout = 0;
275                 return;
276         }
277
278         if (time > self.bot_strategytime)
279         {
280                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
281
282                 navigation_goalrating_start();
283                 havocbot_goalrating_items(10000, self.origin, 10000);
284                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
285                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
286                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
287                 navigation_goalrating_end();
288         }
289 }
290
291 void havocbot_role_ft_freeing()
292 {
293         if(self.deadflag != DEAD_NO)
294                 return;
295
296         if (!self.havocbot_role_timeout)
297                 self.havocbot_role_timeout = time + random() * 10 + 20;
298
299         if (time > self.havocbot_role_timeout)
300         {
301                 dprint("changing role to offense\n");
302                 self.havocbot_role = havocbot_role_ft_offense;
303                 self.havocbot_role_timeout = 0;
304                 return;
305         }
306
307         if (time > self.bot_strategytime)
308         {
309                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
310
311                 navigation_goalrating_start();
312                 havocbot_goalrating_items(8000, self.origin, 10000);
313                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
314                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
315                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
316                 navigation_goalrating_end();
317         }
318 }
319
320
321 // ==============
322 // Hook Functions
323 // ==============
324
325 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
326 {
327         self.health = 0; // neccessary to update correctly alive stats
328         freezetag_Unfreeze(world);
329         freezetag_count_alive_players();
330         return 1;
331 }
332
333 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
334 {
335         if(round_handler_IsActive())
336         if(round_handler_CountdownRunning())
337         {
338                 if(self.freezetag_frozen)
339                         freezetag_Unfreeze(world);
340                 freezetag_count_alive_players();
341                 return 1; // let the player die so that he can respawn whenever he wants
342         }
343
344         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
345         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
346         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
347                 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
348         {
349                 // let the player die, he will be automatically frozen when he respawns
350                 if(!self.freezetag_frozen)
351                 {
352                         freezetag_Add_Score(frag_attacker);
353                         freezetag_count_alive_players();
354                 }
355                 else
356                         freezetag_Unfreeze(world); // remove ice
357                 self.freezetag_frozen_timeout = -2; // freeze on respawn
358                 return 1;
359         }
360
361         if(self.freezetag_frozen)
362                 return 1;
363
364         freezetag_Freeze(frag_attacker);
365
366         if(frag_attacker == frag_target || frag_attacker == world)
367         {
368                 if(IS_PLAYER(frag_target))
369                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
370                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
371         }
372         else
373         {
374                 if(IS_PLAYER(frag_target))
375                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
376                 if(IS_PLAYER(frag_attacker))
377                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
378                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
379         }
380
381         frag_target.health = 1; // "respawn" the player :P
382
383         return 1;
384 }
385
386 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
387 {
388         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
389                 return 1; // do nothing, round is starting right now
390
391         if(self.freezetag_frozen_timeout == -2) // player was dead
392         {
393                 freezetag_Freeze(world);
394                 return 1;
395         }
396
397         freezetag_count_alive_players();
398
399         if(round_handler_IsActive())
400         if(round_handler_IsRoundStarted())
401         {
402                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
403                 freezetag_Freeze(world);
404         }
405
406         return 1;
407 }
408
409 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
410 {
411         FOR_EACH_PLAYER(self)
412         {
413                 self.killcount = 0;
414                 if (self.freezetag_frozen)
415                         freezetag_Unfreeze(world);
416                 self.freezetag_frozen_timeout = -1;
417                 PutClientInServer();
418                 self.freezetag_frozen_timeout = 0;
419         }
420         freezetag_count_alive_players();
421         return 1;
422 }
423
424 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
425 {
426         frag_score = 0; // no frags counted in Freeze Tag
427         return 1;
428 }
429
430 .float reviving; // temp var
431 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
432 {
433         float n;
434
435         if(gameover)
436                 return 1;
437
438         if(self.freezetag_frozen)
439         {
440                 // keep health = 1
441                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
442         }
443
444         if(round_handler_IsActive())
445         if(!round_handler_IsRoundStarted())
446                 return 1;
447
448         entity o;
449         o = world;
450         if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
451                 self.freezetag_ice.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
452
453         if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
454                 n = -1;
455         else
456         {
457                 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
458                 n = 0;
459                 FOR_EACH_PLAYER(other) if(self != other)
460                 {
461                         if(other.freezetag_frozen == 0)
462                         {
463                                 if(other.team == self.team)
464                                 {
465                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
466                                         {
467                                                 if(!o)
468                                                         o = other;
469                                                 if(self.freezetag_frozen)
470                                                         other.reviving = TRUE;
471                                                 ++n;
472                                         }
473                                 }
474                         }
475                 }
476         }
477
478         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
479         {
480                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
481                 if(warmup_stage)
482                         self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
483                 else
484                         self.health = max(1, self.freezetag_revive_progress * start_health);
485
486                 if(self.freezetag_revive_progress >= 1)
487                 {
488                         freezetag_Unfreeze(self);
489                         freezetag_count_alive_players();
490
491                         if(n == -1)
492                         {
493                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
494                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
495                                 return 1;
496                         }
497
498                         // EVERY team mate nearby gets a point (even if multiple!)
499                         FOR_EACH_PLAYER(other)
500                         {
501                                 if(other.reviving)
502                                 {
503                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
504                                         PlayerScore_Add(other, SP_SCORE, +1);
505                                 }
506                         }
507
508                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
509                         Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
510                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
511                 }
512
513                 FOR_EACH_PLAYER(other)
514                 {
515                         if(other.reviving)
516                         {
517                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
518                                 other.reviving = FALSE;
519                         }
520                 }
521         }
522         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
523         {
524                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
525                 if(warmup_stage)
526                         self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
527                 else
528                         self.health = max(1, self.freezetag_revive_progress * start_health);
529         }
530         else if(!n)
531         {
532                 self.freezetag_revive_progress = 0; // thawing nobody
533         }
534
535         return 1;
536 }
537
538 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
539 {
540         if(self.freezetag_frozen)
541         {
542                 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
543                 {
544                         self.movement_x = bound(-5, self.movement_x, 5);
545                         self.movement_y = bound(-5, self.movement_y, 5);
546                         self.movement_z = bound(-5, self.movement_z, 5);
547                 }
548                 else
549                         self.movement = '0 0 0';
550
551                 self.disableclientprediction = 1;
552         }
553         return 1;
554 }
555
556 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
557 {
558         if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
559         {
560                 if(autocvar_g_freezetag_revive_falldamage > 0)
561                 if(frag_deathtype == DEATH_FALL)
562                 if(frag_damage >= autocvar_g_freezetag_revive_falldamage)
563                 {
564                         freezetag_Unfreeze(frag_target);
565                         frag_target.health = autocvar_g_freezetag_revive_falldamage_health;
566                         pointparticles(particleeffectnum("iceorglass"), frag_target.origin, '0 0 0', 3);
567                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, frag_target.netname);
568                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_FALL);
569                 }
570
571                 frag_damage = 0;
572                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
573         }
574         return 1;
575 }
576
577 MUTATOR_HOOKFUNCTION(freezetag_PlayerJump)
578 {
579         if(self.freezetag_frozen)
580                 return TRUE; // no jumping in freezetag when frozen
581
582         return FALSE;
583 }
584
585 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
586 {
587         if (self.freezetag_frozen)
588                 return 1;
589         return 0;
590 }
591
592 MUTATOR_HOOKFUNCTION(freezetag_ItemTouch)
593 {
594         if (other.freezetag_frozen)
595                 return MUT_ITEMTOUCH_RETURN;
596         return MUT_ITEMTOUCH_CONTINUE;
597 }
598
599 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
600 {
601         if (!self.deadflag)
602         {
603                 if (random() < 0.5)
604                         self.havocbot_role = havocbot_role_ft_freeing;
605                 else
606                         self.havocbot_role = havocbot_role_ft_offense;
607         }
608
609         return TRUE;
610 }
611
612 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
613 {
614         self.freezetag_frozen = other.freezetag_frozen;
615         self.freezetag_revive_progress = other.freezetag_revive_progress;
616         return 0;
617 }
618
619 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
620 {
621         ret_float = freezetag_teams;
622         return 0;
623 }
624
625 MUTATOR_HOOKFUNCTION(freezetag_VehicleTouch)
626 {
627         if(other.freezetag_frozen)
628                 return TRUE;
629
630         return FALSE;
631 }
632
633 void freezetag_Initialize()
634 {
635         precache_model("models/ice/ice.md3");
636
637         freezetag_teams = autocvar_g_freezetag_teams_override;
638         if(freezetag_teams < 2)
639                 freezetag_teams = autocvar_g_freezetag_teams;
640         freezetag_teams = bound(2, freezetag_teams, 4);
641         ScoreRules_freezetag(freezetag_teams);
642
643         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
644         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
645
646         addstat(STAT_REDALIVE, AS_INT, redalive_stat);
647         addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
648         addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
649         addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
650
651         addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
652         addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
653 }
654
655 MUTATOR_DEFINITION(gamemode_freezetag)
656 {
657         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
658         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
659         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
660         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
661         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
662         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
663         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
664         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
665         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
666         MUTATOR_HOOK(PlayerJump, freezetag_PlayerJump, CBC_ORDER_ANY);
667         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
668         MUTATOR_HOOK(ItemTouch, freezetag_ItemTouch, CBC_ORDER_ANY);
669         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
670         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
671         MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
672         MUTATOR_HOOK(VehicleTouch, freezetag_VehicleTouch, CBC_ORDER_ANY);
673
674         MUTATOR_ONADD
675         {
676                 if(time > 1) // game loads at time 1
677                         error("This is a game type and it cannot be added at runtime.");
678                 freezetag_Initialize();
679         }
680
681         MUTATOR_ONROLLBACK_OR_REMOVE
682         {
683                 // we actually cannot roll back freezetag_Initialize here
684                 // BUT: we don't need to! If this gets called, adding always
685                 // succeeds.
686         }
687
688         MUTATOR_ONREMOVE
689         {
690                 print("This is a game type and it cannot be removed at runtime.");
691                 return -1;
692         }
693
694         return 0;
695 }