+MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ //float frag_deathtype = M_ARGV(3, float);
+ //float frag_damage = M_ARGV(4, float);
+ vector frag_force = M_ARGV(6, vector);
+
+ if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
+ && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
+ {
+ float t = 0;
+ if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
+ && frag_target.freezetag_frozen_timeout > time)
+ {
+ if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
+ {
+ float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
+ t = vlen(frag_force);
+ // limit hit force considered at once, e.g when you have the Strength
+ // powerup but also with weapons that fire multiple projectiles at once (crylink)
+ if (frag_target.freezetag_frozen_force + t > maxforce)
+ {
+ t = max(0, maxforce - frag_target.freezetag_frozen_force);
+ frag_target.freezetag_frozen_force = maxforce;
+ }
+ else
+ frag_target.freezetag_frozen_force += t;
+ t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+ }
+ frag_target.freezetag_frozen_timeout -= t;
+ if (frag_target.freezetag_frozen_timeout < time)
+ frag_target.freezetag_frozen_timeout = time;
+ }
+ }
+}
+
+#ifdef IN_REVIVING_RANGE
+ #undef IN_REVIVING_RANGE