if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
{
self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- if(inWarmupStage)
+ if(warmup_stage)
self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
else
self.health = max(1, self.freezetag_revive_progress * start_health);
else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
{
self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
- if(inWarmupStage)
+ if(warmup_stage)
self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
else
self.health = max(1, self.freezetag_revive_progress * start_health);
}
else
self.movement = '0 0 0';
-
+
self.disableclientprediction = 1;
}
return 1;
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, frag_target.netname);
Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_FALL);
}
-
+
frag_damage = 0;
frag_force = frag_force * autocvar_g_freezetag_frozen_force;
}
{
if(self.freezetag_frozen)
return TRUE; // no jumping in freezetag when frozen
-
+
return FALSE;
}
MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
{
- if not(self.deadflag)
+ if (!self.deadflag)
{
if (random() < 0.5)
self.havocbot_role = havocbot_role_ft_freeing;
{
if(other.freezetag_frozen)
return TRUE;
-
+
return FALSE;
}