1 #include "sv_freezetag.qh"
3 #include <server/elimination.qh>
4 #include <server/resources.qh>
6 float autocvar_g_freezetag_frozen_maxtime;
7 float autocvar_g_freezetag_revive_clearspeed;
8 float autocvar_g_freezetag_round_timelimit;
9 //int autocvar_g_freezetag_teams;
10 int autocvar_g_freezetag_teams_override;
11 float autocvar_g_freezetag_warmup;
13 float autocvar_g_ft_start_health = 100;
14 float autocvar_g_ft_start_armor = 100;
15 float autocvar_g_ft_start_ammo_shells = 60;
16 float autocvar_g_ft_start_ammo_nails = 320;
17 float autocvar_g_ft_start_ammo_rockets = 160;
18 float autocvar_g_ft_start_ammo_cells = 180;
19 float autocvar_g_ft_start_ammo_plasma = 180;
20 float autocvar_g_ft_start_ammo_fuel = 0;
22 void freezetag_count_alive_players()
25 for (int i = 1; i <= NUM_TEAMS; ++i)
27 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
29 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
32 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
36 entity team_ = Entity_GetTeam(it);
37 int num_alive = Team_GetNumberOfAlivePlayers(team_);
39 Team_SetNumberOfAlivePlayers(team_, num_alive);
41 FOREACH_CLIENT(IS_REAL_CLIENT(it),
43 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
45 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
46 Team_GetTeamFromIndex(2));
47 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
48 Team_GetTeamFromIndex(3));
49 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
50 Team_GetTeamFromIndex(4));
53 eliminatedPlayers.SendFlags |= 1;
56 bool freezetag_CheckTeams()
58 static float prev_missing_teams_mask;
59 if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
61 if(prev_missing_teams_mask > 0)
62 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
63 prev_missing_teams_mask = -1;
66 if(total_players == 0)
68 if(prev_missing_teams_mask > 0)
69 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
70 prev_missing_teams_mask = -1;
73 int missing_teams_mask = 0;
74 for (int i = 1; i <= NUM_TEAMS; ++i)
76 if ((freezetag_teams & Team_IndexToBit(i)) &&
77 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
79 missing_teams_mask |= Team_IndexToBit(i);
82 if(prev_missing_teams_mask != missing_teams_mask)
84 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
85 prev_missing_teams_mask = missing_teams_mask;
90 int freezetag_getWinnerTeam()
93 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
95 winner_team = NUM_TEAM_1;
97 for (int i = 2; i <= NUM_TEAMS; ++i)
99 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
101 if (winner_team != 0)
105 winner_team = Team_IndexToTeam(i);
112 return -1; // no player left
115 void nades_Clear(entity);
116 void nades_GiveBonus(entity player, float score);
118 bool freezetag_CheckWinner()
120 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
122 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
123 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
124 FOREACH_CLIENT(IS_PLAYER(it), {
125 it.freezetag_frozen_timeout = 0;
126 it.freezetag_revive_time = 0;
130 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
134 if (Team_GetNumberOfAliveTeams() > 1)
139 int winner_team = freezetag_getWinnerTeam();
142 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
143 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
144 TeamScore_AddToTeam(winner_team, ST_FT_ROUNDS, +1);
146 else if(winner_team == -1)
148 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
149 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
152 FOREACH_CLIENT(IS_PLAYER(it), {
153 it.freezetag_frozen_timeout = 0;
154 it.freezetag_revive_time = 0;
159 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
163 entity freezetag_LastPlayerForTeam(entity this)
165 entity last_pl = NULL;
166 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
167 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
178 void freezetag_LastPlayerForTeam_Notify(entity this)
180 if(round_handler_IsActive())
181 if(round_handler_IsRoundStarted())
183 entity pl = freezetag_LastPlayerForTeam(this);
185 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
189 void freezetag_Add_Score(entity targ, entity attacker)
193 // you froze your own dumb self
194 // counted as "suicide" already
195 GameRules_scoring_add(targ, SCORE, -1);
197 else if(IS_PLAYER(attacker))
199 // got frozen by an enemy
200 // counted as "kill" and "death" already
201 GameRules_scoring_add(targ, SCORE, -1);
202 GameRules_scoring_add(attacker, SCORE, +1);
204 // else nothing - got frozen by the game type rules themselves
207 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
208 void freezetag_Freeze(entity targ, entity attacker)
210 if(STAT(FROZEN, targ))
213 targ.freezetag_frozen_time = time;
214 if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
215 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
217 Freeze(targ, 0, FROZEN_NORMAL, true);
219 freezetag_count_alive_players();
221 freezetag_Add_Score(targ, attacker);
224 bool freezetag_isEliminated(entity e)
226 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
236 void(entity this) havocbot_role_ft_freeing;
237 void(entity this) havocbot_role_ft_offense;
239 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
241 entity best_pl = NULL;
242 float best_dist2 = FLOAT_MAX;
243 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
244 if (STAT(FROZEN, it) == FROZEN_NORMAL)
246 if(vdist(it.origin - org, >, sradius))
248 navigation_routerating(this, it, ratingscale, 2000);
251 && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
252 && vlen2(it.origin - org) < best_dist2)
254 // If teamate is not frozen still seek them out as fight better
256 best_dist2 = vlen2(it.origin - org);
257 if (best_dist2 < 700 ** 2)
260 best_dist2 = 0; // already close to a teammate
267 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
270 void havocbot_role_ft_offense(entity this)
275 if (!this.havocbot_role_timeout)
276 this.havocbot_role_timeout = time + random() * 10 + 20;
278 // Count how many players on team are unfrozen.
280 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
284 // If only one left on team or if role has timed out then start trying to free players.
285 if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
287 LOG_TRACE("changing role to freeing");
288 this.havocbot_role = havocbot_role_ft_freeing;
289 this.havocbot_role_timeout = 0;
293 if (navigation_goalrating_timeout(this))
295 navigation_goalrating_start(this);
296 havocbot_goalrating_items(this, 12000, this.origin, 10000);
297 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
298 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
299 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
300 navigation_goalrating_end(this);
302 navigation_goalrating_timeout_set(this);
306 void havocbot_role_ft_freeing(entity this)
311 if (!this.havocbot_role_timeout)
312 this.havocbot_role_timeout = time + random() * 10 + 20;
314 if (time > this.havocbot_role_timeout)
316 LOG_TRACE("changing role to offense");
317 this.havocbot_role = havocbot_role_ft_offense;
318 this.havocbot_role_timeout = 0;
322 if (navigation_goalrating_timeout(this))
324 navigation_goalrating_start(this);
325 havocbot_goalrating_items(this, 10000, this.origin, 10000);
326 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
327 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
328 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
329 navigation_goalrating_end(this);
331 navigation_goalrating_timeout_set(this);
340 void ft_RemovePlayer(entity this)
342 if (STAT(FROZEN, this) != FROZEN_NORMAL)
343 freezetag_LastPlayerForTeam_Notify(this);
344 Unfreeze(this, false);
346 SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
347 freezetag_count_alive_players();
350 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
352 entity player = M_ARGV(0, entity);
354 ft_RemovePlayer(player);
358 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
360 entity player = M_ARGV(0, entity);
362 ft_RemovePlayer(player);
365 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
367 entity frag_attacker = M_ARGV(1, entity);
368 entity frag_target = M_ARGV(2, entity);
369 float frag_deathtype = M_ARGV(3, float);
371 if(round_handler_IsActive())
372 if(round_handler_CountdownRunning())
374 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
375 Unfreeze(frag_target, true);
376 freezetag_count_alive_players();
377 frag_target.respawn_time = time;
378 frag_target.respawn_flags |= RESPAWN_FORCE;
382 frag_target.respawn_time = time + 1;
383 frag_target.respawn_flags |= RESPAWN_FORCE;
385 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
386 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
387 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
388 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
390 // let the player die, he will be automatically frozen when he respawns
391 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
393 freezetag_Add_Score(frag_target, frag_attacker);
394 freezetag_count_alive_players();
395 freezetag_LastPlayerForTeam_Notify(frag_target);
396 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
400 float t = frag_target.freezetag_frozen_timeout;
401 float t2 = frag_target.freezetag_frozen_time;
402 Unfreeze(frag_target, false); // remove ice
403 // keep timeout value so it can be restored when player will be refrozen on respawn
404 // NOTE this can't be exactly -2 since game starts from time 2
405 frag_target.freezetag_frozen_timeout = -t;
406 frag_target.freezetag_frozen_time = t2;
411 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
414 freezetag_Freeze(frag_target, frag_attacker);
415 freezetag_LastPlayerForTeam_Notify(frag_target);
417 if(frag_attacker == frag_target || frag_attacker == NULL)
419 if(IS_PLAYER(frag_target))
420 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
421 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
425 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
431 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
433 entity player = M_ARGV(0, entity);
435 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
436 return true; // do nothing, round is starting right now
438 if(player.freezetag_frozen_timeout <= -2) // player was dead
440 float t = player.freezetag_frozen_timeout;
441 float t2 = player.freezetag_frozen_time;
442 freezetag_Freeze(player, NULL);
445 player.freezetag_frozen_timeout = -t;
446 player.freezetag_frozen_time = t2;
451 freezetag_count_alive_players();
453 if(round_handler_IsActive())
454 if(round_handler_IsRoundStarted())
456 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
457 freezetag_Freeze(player, NULL);
463 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
465 FOREACH_CLIENT(IS_PLAYER(it), {
466 CS(it).killcount = 0;
467 it.freezetag_revive_time = 0;
468 it.freezetag_frozen_timeout = -1;
469 PutClientInServer(it);
470 it.freezetag_frozen_timeout = 0;
472 freezetag_count_alive_players();
476 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
478 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
482 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
484 entity targ = M_ARGV(0, entity);
485 targ.freezetag_frozen_time = 0;
486 targ.freezetag_frozen_timeout = 0;
489 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
491 entity frag_attacker = M_ARGV(1, entity);
492 entity frag_target = M_ARGV(2, entity);
493 //float frag_deathtype = M_ARGV(3, float);
494 //float frag_damage = M_ARGV(4, float);
495 vector frag_force = M_ARGV(6, vector);
497 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
498 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
501 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
502 && frag_target.freezetag_frozen_timeout > time)
504 if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
506 float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
507 t = vlen(frag_force);
508 // limit hit force considered at once, e.g when you have the Strength
509 // powerup but also with weapons that fire multiple projectiles at once (crylink)
510 if (frag_target.freezetag_frozen_force + t > maxforce)
512 t = max(0, maxforce - frag_target.freezetag_frozen_force);
513 frag_target.freezetag_frozen_force = maxforce;
516 frag_target.freezetag_frozen_force += t;
517 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
519 frag_target.freezetag_frozen_timeout -= t;
520 if (frag_target.freezetag_frozen_timeout < time)
521 frag_target.freezetag_frozen_timeout = time;
526 #ifdef IN_REVIVING_RANGE
527 #undef IN_REVIVING_RANGE
530 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
531 (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
532 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
534 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
539 if(round_handler_IsActive())
540 if(!round_handler_IsRoundStarted())
543 entity player = M_ARGV(0, entity);
544 //if (STAT(FROZEN, player) == FROZEN_NORMAL)
545 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
546 //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);
548 player.freezetag_frozen_force = 0;
550 if (!(frametime && IS_PLAYER(player)))
553 entity revivers_last = NULL;
554 entity revivers_first = NULL;
556 bool player_is_reviving = false;
558 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
559 FOREACH_CLIENT(IS_PLAYER(it), {
560 // check if player is reviving anyone
561 if (STAT(FROZEN, it) == FROZEN_NORMAL)
563 if ((STAT(FROZEN, player) == FROZEN_NORMAL))
565 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
567 player_is_reviving = true;
571 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
572 continue; // both player and it are NOT frozen
573 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
576 // found a teammate that is reviving player
577 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
579 it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
580 while (it.freezetag_revive_time > 1)
582 GameRules_scoring_add(it, SCORE, +1);
583 it.freezetag_revive_time -= 1;
587 revivers_last.chain = it;
594 revivers_last.chain = NULL;
596 // allow normal revival during automatic revival
597 // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
598 //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
599 if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
602 float base_progress = 0;
603 if (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
604 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
606 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
607 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
610 if (!n) // no teammate nearby
612 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
613 if (STAT(FROZEN, player) == FROZEN_NORMAL)
615 if (autocvar_g_freezetag_revive_time_to_score > 0)
617 if (STAT(REVIVE_PROGRESS, player) > base_progress)
619 // reduce auto-revival time based on manual revival progress
620 base_progress = STAT(REVIVE_PROGRESS, player);
621 player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
623 // don't clear revive progress, it would allow stacking points
624 // by entering and exiting the revival zone many times
625 STAT(REVIVE_PROGRESS, player) = base_progress;
628 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
630 else if (!STAT(FROZEN, player) && !player_is_reviving)
631 STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
633 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
635 float spd = autocvar_g_freezetag_revive_speed_t2s;
636 if (autocvar_g_freezetag_revive_time_to_score <= 0)
637 spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
638 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
640 if(STAT(REVIVE_PROGRESS, player) >= 1)
642 float frozen_time = time - player.freezetag_frozen_time;
643 Unfreeze(player, false);
644 SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
645 player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
646 freezetag_count_alive_players();
650 if(autocvar_sv_eventlog)
651 GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
652 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
653 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
657 // EVERY team mate nearby gets a point (even if multiple!)
658 for(entity it = revivers_first; it; it = it.chain)
660 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
661 if (autocvar_g_freezetag_revive_time_to_score <= 0)
662 GameRules_scoring_add(it, SCORE, +1);
663 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
666 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
667 Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
668 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
669 if(autocvar_sv_eventlog)
671 string revivers = "";
672 for(entity it = revivers_first; it; it = it.chain)
673 revivers = strcat(revivers, ftos(it.playerid), ",");
674 revivers = substring(revivers, 0, strlen(revivers) - 1);
675 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
679 for(entity it = revivers_first; it; it = it.chain)
680 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
683 if (STAT(FROZEN, player) == FROZEN_NORMAL)
685 entity player_wp = player.waypointsprite_attached;
686 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
688 WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
689 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
693 WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
694 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
697 WaypointSprite_UpdateMaxHealth(player_wp, 1);
698 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
704 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
706 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
707 if(!cvar("g_use_ammunition"))
708 start_items |= IT_UNLIMITED_AMMO;
710 start_health = warmup_start_health = autocvar_g_ft_start_health;
711 start_armorvalue = warmup_start_armorvalue = autocvar_g_ft_start_armor;
712 start_ammo_shells = warmup_start_ammo_shells = autocvar_g_ft_start_ammo_shells;
713 start_ammo_nails = warmup_start_ammo_nails = autocvar_g_ft_start_ammo_nails;
714 start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
715 start_ammo_cells = warmup_start_ammo_cells = autocvar_g_ft_start_ammo_cells;
716 start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_ft_start_ammo_plasma;
717 start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_ft_start_ammo_fuel;
720 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
722 entity bot = M_ARGV(0, entity);
727 bot.havocbot_role = havocbot_role_ft_freeing;
729 bot.havocbot_role = havocbot_role_ft_offense;
732 // if bots spawn all at once assign them a more appropriated role after a while
733 if (time < CS(bot).jointime + 1)
734 bot.havocbot_role_timeout = time + 10 + random() * 10;
739 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
741 M_ARGV(0, float) = freezetag_teams;
745 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
747 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
748 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
751 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
753 entity frag_attacker = M_ARGV(0, entity);
754 entity frag_target = M_ARGV(1, entity);
755 //float frag_deathtype = M_ARGV(2, float);
756 int kill_count_to_attacker = M_ARGV(3, int);
757 int kill_count_to_target = M_ARGV(4, int);
759 if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
760 return; // target was already frozen, so this is just pushing them off the cliff
762 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
763 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
764 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
769 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
771 string cmd_name = M_ARGV(0, string);
772 if (cmd_name == "shuffleteams")
773 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
777 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
779 // announce remaining frags
783 void freezetag_Initialize()
785 freezetag_teams = autocvar_g_freezetag_teams_override;
786 if(freezetag_teams < 2)
787 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
789 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
790 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
791 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
792 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
795 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
796 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
798 EliminatedPlayers_Init(freezetag_isEliminated);