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when frozen, immediately give the ice the right origin
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1 void freezetag_Initialize()
2 {
3         precache_model("models/ice/ice.md3");
4         warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
5 }
6
7 void freezetag_CheckWinner()
8 {
9         if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
10                 return;
11
12         if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
13                 return; // already waiting for next round to start
14
15         if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
16                 || (redalive >= 1 && yellowalive >= 1)
17                 || (redalive >= 1 && pinkalive >= 1)
18                 || (bluealive >= 1 && yellowalive >= 1)
19                 || (bluealive >= 1 && pinkalive >= 1)
20                 || (yellowalive >= 1 && pinkalive >= 1))
21                 return; // we still have active players on two or more teams, nobody won yet
22
23         entity e, winner;
24         string teamname;
25
26         FOR_EACH_PLAYER(e)
27         {
28                 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
29                 {
30                         winner = e;
31                         break; // break, we found the winner
32                 }
33         }
34
35         if(winner != world) // just in case a winner wasn't found
36         {
37                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
38                 if(winner.team == COLOR_TEAM1)
39                         teamname = "^1Red Team";
40                 else if(winner.team == COLOR_TEAM2)
41                         teamname = "^4Blue Team";
42                 else if(winner.team == COLOR_TEAM3)
43                         teamname = "^3Yellow Team";
44                 else
45                         teamname = "^6Pink Team";
46                 FOR_EACH_PLAYER(e) {
47                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
48                 }
49                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
50         }
51
52         next_round = time + 5;
53 }
54
55 void freezetag_Ice_Think()
56 {
57         setorigin(self, self.owner.origin - '0 0 16');
58         self.nextthink = time;
59 }
60
61 void freezetag_Freeze()
62 {
63         self.freezetag_frozen = 1;
64
65         entity ice;
66         ice = spawn();
67         ice.owner = self;
68         ice.classname = "freezetag_ice";
69         ice.think = freezetag_Ice_Think;
70         ice.nextthink = time;
71         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
72         setmodel(ice, "models/ice/ice.md3");
73
74         entity oldself;
75         olfself = self;
76         self = ice;
77         freezetag_Ice_Think();
78         self = oldself;
79
80         // add waypoint
81         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
82         if(self.waypointsprite_attached)
83         {
84                 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
85         }
86 }
87
88 void freezetag_Unfreeze()
89 {
90         self.freezetag_frozen = 0;
91
92         // remove the ice block
93         entity ice;
94         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
95         {
96                 remove(ice);
97                 break;
98         }
99
100         // remove waypoint
101         if(self.waypointsprite_attached)
102                 WaypointSprite_Kill(self.waypointsprite_attached);
103 }
104
105 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
106 {
107         if(self.freezetag_frozen == 0)
108         {
109                 if(self.team == COLOR_TEAM1)
110                         --redalive;
111                 else if(self.team == COLOR_TEAM2)
112                         --bluealive;
113                 else if(self.team == COLOR_TEAM3)
114                         --yellowalive;
115                 else if(self.team == COLOR_TEAM4)
116                         --pinkalive;
117                 --totalalive;
118         }
119
120         if(totalspawned > 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)
121                 freezetag_CheckWinner();
122
123         freezetag_Unfreeze();
124
125         return 1;
126 }
127
128 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
129 {
130         if(self.freezetag_frozen == 0)
131         {
132                 if(self.team == COLOR_TEAM1)
133                         --redalive;
134                 else if(self.team == COLOR_TEAM2)
135                         --bluealive;
136                 else if(self.team == COLOR_TEAM3)
137                         --yellowalive;
138                 else if(self.team == COLOR_TEAM4)
139                         --pinkalive;
140                 --totalalive;
141
142         freezetag_Freeze();
143         }
144
145     if(frag_attacker.classname == STR_PLAYER)
146         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
147
148         if(frag_attacker == frag_target || frag_attacker == world)
149         {
150         if(frag_target.classname == STR_PLAYER)
151             centerprint(frag_target, "^1You froze yourself.\n");
152                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
153         }
154         else
155         {
156         if(frag_target.classname == STR_PLAYER)
157             centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
158                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
159         }
160
161         frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
162
163         freezetag_CheckWinner();
164
165         return 1;
166 }
167
168 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
169 {
170     freezetag_Unfreeze(); // start by making sure that all ice blocks are removed
171
172         if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
173         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
174         {
175                 next_round = time;
176                 return 1;
177         }
178         if(warmup && time > warmup) // spawn too late, freeze player
179         {
180                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
181                 freezetag_Freeze();
182         }
183
184         return 1;
185 }
186
187 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
188 {
189         frag_score = 0; // no frags counted in Freeze Tag
190         return 1;
191 }
192
193 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
194 {
195     vector revive_extra_size;
196     revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
197
198     float teammate_nearby;
199     FOR_EACH_PLAYER(other) if(self != other)
200     {
201         if(other.freezetag_frozen == 0)
202         {
203             if(other.team == self.team)
204             {
205                 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
206                 if(teammate_nearby)
207                     break;
208             }
209         }
210     }
211
212     if(teammate_nearby && self.freezetag_frozen == 1) // OK, there is at least one teammate reviving us
213     {
214         if(self.freezetag_beginrevive_time == -9999) // initialize values if this is the first frame of revival
215         {
216             self.freezetag_beginrevive_time = time;
217             self.freezetag_revive_progress = 0;
218         }
219         else
220         {
221             self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / autocvar_g_freezetag_revive_time;
222             if(time - self.freezetag_beginrevive_time >= autocvar_g_freezetag_revive_time)
223             {
224                 freezetag_Unfreeze();
225
226                 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
227                 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
228                 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
229
230                 self.freezetag_beginrevive_time = -9999;
231                 self.freezetag_revive_progress = 0;
232             }
233         }
234         // now find EVERY teammate within reviving radius, set their revive_progress values correct
235         FOR_EACH_PLAYER(other) if(self != other)
236         {
237             if(other.freezetag_frozen == 0)
238             {
239                 if(other.team == self.team)
240                 {
241                     teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
242                     if(teammate_nearby)
243                         other.freezetag_revive_progress = self.freezetag_revive_progress;
244                 }
245             }
246         }
247     }
248     else if(!teammate_nearby) // only if no teammate is nearby will we reset
249     {
250         self.freezetag_beginrevive_time = -9999;
251         self.freezetag_revive_progress = 0;
252     }
253
254         return 1;
255 }
256
257 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
258 {
259         if(self.freezetag_frozen)
260         {
261                 self.movement = '0 0 0';
262                 self.disableclientprediction = 1;
263         }
264         return 1;
265 }
266
267 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
268 {
269     if(g_freezetag)
270     {
271         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
272         {
273             frag_damage = 0;
274             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
275         }
276     }
277     return 1;
278 }
279
280 MUTATOR_DEFINITION(gamemode_freezetag)
281 {
282         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
283         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
284         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
285         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
286         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
287         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
288         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
289         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
290
291         MUTATOR_ONADD
292         {
293                 if(time > 1) // game loads at time 1
294                         error("This is a game type and it cannot be added at runtime.");
295                 g_freezetag = 1;
296                 freezetag_Initialize();
297         }
298
299         MUTATOR_ONREMOVE
300         {
301                 g_freezetag = 0;
302                 error("This is a game type and it cannot be removed at runtime.");
303         }
304
305         return 0;
306 }