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