3 #include "../gamemode.qh"
5 int autocvar_g_freezetag_point_limit;
6 int autocvar_g_freezetag_point_leadlimit;
7 bool autocvar_g_freezetag_team_spawns;
8 void freezetag_Initialize();
10 REGISTER_MUTATOR(ft, false)
14 if (time > 1) // game loads at time 1
15 error("This is a game type and it cannot be added at runtime.");
16 freezetag_Initialize();
19 SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, autocvar_timelimit_override, -1);
21 if (autocvar_g_freezetag_team_spawns)
22 have_team_spawns = -1; // request team spawns
25 MUTATOR_ONROLLBACK_OR_REMOVE
27 // we actually cannot roll back freezetag_Initialize here
28 // BUT: we don't need to! If this gets called, adding always
34 LOG_INFO("This is a game type and it cannot be removed at runtime.");
41 .float freezetag_frozen_time;
42 .float freezetag_frozen_timeout;
43 const float ICE_MAX_ALPHA = 1;
44 const float ICE_MIN_ALPHA = 0.1;
45 float freezetag_teams;
47 .float reviving; // temp var
49 float autocvar_g_freezetag_revive_extra_size;
50 float autocvar_g_freezetag_revive_speed;
51 bool autocvar_g_freezetag_revive_nade;
52 float autocvar_g_freezetag_revive_nade_health;