if(STAT(FROZEN, targ))
return;
- if(autocvar_g_freezetag_frozen_maxtime > 0)
+ if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
Freeze(targ, 0, FROZEN_NORMAL, true);
reviving_players_last.chain = NULL;
}
+ float base_progress = 0;
+ if (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
+ && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
+ {
+ base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
+ }
+
if (!n) // no teammate nearby
{
if (STAT(FROZEN, player) == FROZEN_NORMAL)
{
- STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
+ STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
SetResourceExplicit(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
}
else if (!STAT(FROZEN, player))
- STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+ STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
}
else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
{
- STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+ STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
SetResourceExplicit(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
if(STAT(REVIVE_PROGRESS, player) >= 1)