#pragma once #include #include int autocvar_g_freezetag_point_limit; int autocvar_g_freezetag_point_leadlimit; bool autocvar_g_freezetag_team_spawns; string autocvar_g_freezetag_weaponarena = "most_available"; const int ST_FT_ROUNDS = 1; void freezetag_Initialize(); REGISTER_MUTATOR(ft, false) { MUTATOR_STATIC(); MUTATOR_ONADD { GameRules_teams(true); GameRules_spawning_teams(autocvar_g_freezetag_team_spawns); GameRules_limit_score(autocvar_g_freezetag_point_limit); GameRules_limit_lead(autocvar_g_freezetag_point_leadlimit); freezetag_Initialize(); } return 0; } .float freezetag_revive_time; .float freezetag_frozen_time; .float freezetag_frozen_timeout; .float freezetag_frozen_force; const float ICE_MAX_ALPHA = 1; const float ICE_MIN_ALPHA = 0.1; float freezetag_teams; bool autocvar_g_freezetag_revive_auto = 1; int autocvar_g_freezetag_revive_auto_progress = 1; int autocvar_g_freezetag_revive_auto_reducible; float autocvar_g_freezetag_revive_auto_reducible_forcefactor = 0.01; float autocvar_g_freezetag_revive_auto_reducible_maxforce; float autocvar_g_freezetag_revive_extra_size; float autocvar_g_freezetag_revive_speed; float autocvar_g_freezetag_revive_speed_t2s = 0.25; float autocvar_g_freezetag_revive_time_to_score = 1.5; bool autocvar_g_freezetag_revive_nade; float autocvar_g_freezetag_revive_nade_health; float autocvar_g_freezetag_revive_spawnshield = 1;