// freezetag
// ===========
set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them"
-set g_freezetag_warmup 5 "time players get to run around before the round starts"
+set g_freezetag_warmup 10 "time players get to run around before the round starts"
set g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
set g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate"
-set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
+set g_freezetag_revive_speed_t2s 0.25 "Speed for reviving a frozen teammate if g_freezetag_revive_time_to_score is active"
+set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range (if g_freezetag_revive_time_to_score is active reviving progress is not cleared)"
set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
set g_freezetag_revive_nade 1 "Enable reviving from own nade explosion"
set g_freezetag_revive_nade_health 40 "Amount of health player has if they revived from their own nade explosion"
set g_freezetag_revive_auto 1 "automatically revive frozen players after some time (g_freezetag_frozen_maxtime)"
set g_freezetag_revive_auto_progress 1 "start the automatic reviving progress as soon as the player gets frozen"
set g_freezetag_revive_auto_reducible 1 "reduce auto-revival time when frozen players are hit by enemies; set to -1 to reduce it even when they are hit by teammates"
-set g_freezetag_revive_auto_reducible_forcefactor 0.025 "hit force to time reduction conversion factor"
+set g_freezetag_revive_auto_reducible_forcefactor 0.01 "hit force to time reduction conversion factor"
+set g_freezetag_revive_auto_reducible_maxforce 400 "max force considered at once"
+set g_freezetag_revive_spawnshield 1 "apply spawnshield for this time in seconds after the player has been revived"
set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds"
set g_freezetag_teams_override 0
set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
freezetag_Add_Score(frag_target, frag_attacker);
freezetag_count_alive_players();
freezetag_LastPlayerForTeam_Notify(frag_target);
+ frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
}
else
+ {
+ float t = frag_target.freezetag_frozen_timeout;
+ float t2 = frag_target.freezetag_frozen_time;
Unfreeze(frag_target, false); // remove ice
- frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
+ // keep timeout value so it can be restored when player will be refrozen on respawn
+ // NOTE this can't be exactly -2 since game starts from time 2
+ frag_target.freezetag_frozen_timeout = -t;
+ frag_target.freezetag_frozen_time = t2;
+ }
return true;
}
if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
return true; // do nothing, round is starting right now
- if(player.freezetag_frozen_timeout == -2) // player was dead
+ if(player.freezetag_frozen_timeout <= -2) // player was dead
{
+ float t = player.freezetag_frozen_timeout;
+ float t2 = player.freezetag_frozen_time;
freezetag_Freeze(player, NULL);
+ if (t < -2)
+ {
+ player.freezetag_frozen_timeout = -t;
+ player.freezetag_frozen_time = t2;
+ }
return true;
}
&& frag_target.freezetag_frozen_timeout > time)
{
if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
- t = vlen(frag_force) * autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+ {
+ 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;
//if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
//player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
+ player.freezetag_frozen_force = 0;
+
if (!(frametime && IS_PLAYER(player)))
return true;
if (!n) // no teammate nearby
{
float clearspeed = autocvar_g_freezetag_revive_clearspeed;
- if (autocvar_g_freezetag_revive_time_to_score > 0)
- clearspeed = 0; // prevent stacking points by entering and exiting the revival zone many times
if (STAT(FROZEN, player) == FROZEN_NORMAL)
- STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
+ {
+ if (autocvar_g_freezetag_revive_time_to_score > 0)
+ {
+ if (STAT(REVIVE_PROGRESS, player) > base_progress)
+ {
+ // reduce auto-revival time based on manual revival progress
+ base_progress = STAT(REVIVE_PROGRESS, player);
+ player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
+ }
+ // don't clear revive progress, it would allow stacking points
+ // by entering and exiting the revival zone many times
+ STAT(REVIVE_PROGRESS, player) = base_progress;
+ }
+ else
+ STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
+ }
else if (!STAT(FROZEN, player) && !player_is_reviving)
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(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed * (1 - base_progress)), 1);
+ float spd = autocvar_g_freezetag_revive_speed_t2s;
+ if (autocvar_g_freezetag_revive_time_to_score <= 0)
+ spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
+ STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
if(STAT(REVIVE_PROGRESS, player) >= 1)
{
float frozen_time = time - player.freezetag_frozen_time;
Unfreeze(player, false);
SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
+ player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
freezetag_count_alive_players();
if(n == -1)
for(entity it = revivers_first; it; it = it.chain)
{
GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
- GameRules_scoring_add(it, SCORE, +1);
+ if (autocvar_g_freezetag_revive_time_to_score <= 0)
+ GameRules_scoring_add(it, SCORE, +1);
nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
}