float next_round;
float stopalivecheck;
-float redalive, bluealive;
-.float redalive_stat, bluealive_stat;
+float redalive, bluealive, yellowalive, pinkalive;
+.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
/**
* This function finds out whether an arena round is over 1 player is left.
* It determines the last player who's still alive and saves it's entity reference
self.bluealive_stat = bluealive;
}
}
+ else if(g_freezetag)
+ {
+ redalive = 0; bluealive = 0;
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) redalive += 1;
+ else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) bluealive += 1;
+ else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) yellowalive += 1;
+ else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) pinkalive += 1;
+ }
+ FOR_EACH_PLAYER(self) {
+ self.redalive_stat = redalive;
+ self.bluealive_stat = bluealive;
+ self.yellowalive_stat = yellowalive;
+ self.pinkalive_stat = pinkalive;
+ }
+ }
if(time < warmup + 1 || inWarmupStage)
return;