3 #include <common/mapinfo.qh>
5 #include <common/gamemodes/gamemode/clanarena/cl_clanarena.qh>
9 void HUD_Mod_FreezeTag_Export(int fh);
11 CLASS(FreezeTag, Gametype)
14 this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6",_("Kill enemies to freeze them, stand next to frozen teammates to revive them; freeze all enemies to win"));
16 METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
19 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams"));
24 cvar_set("g_freezetag_teams", v);
29 METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
31 if(spawnpoints >= 8 && diameter > 4096)
35 METHOD(FreezeTag, m_setTeams, void(string sa))
37 cvar_set("g_freezetag_teams", sa);
39 METHOD(FreezeTag, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
42 returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", "g_freezetag_teams_override", _("The amount of frags needed before the match will end"));
45 ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
46 ATTRIB(FreezeTag, m_modicons_export, void(int fh), HUD_Mod_FreezeTag_Export);
48 ATTRIB(FreezeTag, m_legacydefaults, string, "10 20 0");
50 REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag));
51 #define g_freezetag IS_GAMETYPE(FREEZETAG)