1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
7 void freezetag_CheckWinner()
9 if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
10 || (redalive >= 1 && yellowalive >= 1)
11 || (redalive >= 1 && pinkalive >= 1)
12 || (bluealive >= 1 && yellowalive >= 1)
13 || (bluealive >= 1 && pinkalive >= 1)
14 || (yellowalive >= 1 && pinkalive >= 1))
15 return; // we still have active players on two or more teams
17 if(redalive + bluealive + yellowalive + pinkalive <= 0)
19 next_round = time + 5;
28 if(e.freezetag_frozen == 0) // here's one player from the winning team... good
31 break; // break, we found the winner
35 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
37 if(winner.team == COLOR_TEAM1)
38 teamname = "^1Red Team";
39 else if(winner.team == COLOR_TEAM2)
40 teamname = "^4Blue Team";
41 else if(winner.team == COLOR_TEAM3)
42 teamname = "^3Yellow Team";
44 teamname = "^6Pink Team";
46 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
48 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
50 next_round = time + 5;
53 void freezetag_Freeze()
55 self.freezetag_frozen = 1;
60 tag.classname = "freezetag_ice";
61 tag.frame = floor(random() * 21); // ice model has 20 different looking frames
62 setmodel(tag, "models/ice/ice.md3");
64 setattachment(tag, self, "");
66 self.movetype = MOVETYPE_NONE;
68 self.movement = '0 0 0';
69 //self.fixangle = TRUE;
72 void freezetag_Unfreeze()
74 self.freezetag_frozen = 0;
76 self.movetype = MOVETYPE_WALK;
77 //self.fixangle = FALSE;
79 // remove the ice block
81 for(tag = world; (tag = find(tag, classname, "freezetag_ice")); ) if(tag.owner == self)
88 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
90 freezetag_CheckWinner();
95 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
97 // if the player was previously not frozen (should be the case anyway), decrement alive playercount before running CheckWinner
98 if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0) redalive -= 1;
99 else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0) bluealive -= 1;
100 else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0) yellowalive -= 1;
101 else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0) pinkalive -= 1;
105 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
106 if(frag_target.netname != "")
108 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
109 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
113 centerprint(frag_target, strcat("^1You froze yourself.\n"));
114 bprint("^7", frag_target.netname, "^1 froze himself.\n");
117 frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
119 freezetag_CheckWinner();
124 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
126 if(redalive + bluealive + yellowalive + pinkalive == 1 && time > warmup)
127 next_round = time; // start a new round immediately
129 if(time > warmup) // spawn too late, freeze player
133 else // we are still in the delay period before the round starts
135 freezetag_Unfreeze();
141 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
143 frag_score = 0; // no frags counted in Freeze Tag
147 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
149 if(self.freezetag_frozen)
151 // nasty hack, i want them to move around later on as i figure out a better way to block movement TODO TODO TODO !!!
154 self.velocity_z = min(self.velocity_z, 0);
155 self.movement = '0 0 0'; // don't move anywhere :-P
156 self.avelocity = '0 0 0';
159 vector revive_extra_size;
160 revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
162 float teammate_nearby;
163 FOR_EACH_PLAYER(other) if(self != other)
165 if(other.freezetag_frozen == 0)
167 if(other.team == self.team)
169 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
175 if(teammate_nearby && self.freezetag_frozen == 1)
177 if(self.freezetag_beginrevive_time == -9999)
179 self.freezetag_beginrevive_time = time;
183 if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
185 freezetag_Unfreeze();
187 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
188 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
189 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
191 self.freezetag_beginrevive_time = -9999;
197 self.freezetag_beginrevive_time = -9999;
203 MUTATOR_DEFINITION(gamemode_freezetag)
205 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
206 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
207 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
208 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
209 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
210 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
214 if(time > 1) // game loads at time 1
215 error("This is a game type and it cannot be added at runtime.");
217 freezetag_Initialize();
223 error("This is a game type and it cannot be removed at runtime.");