freezetag_Add_Score(frag_target, frag_attacker);
freezetag_count_alive_players();
freezetag_LastPlayerForTeam_Notify(frag_target);
+ frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
}
else
+ {
+ float t = frag_target.freezetag_frozen_timeout;
+ float t2 = frag_target.freezetag_frozen_time;
Unfreeze(frag_target, false); // remove ice
- frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
+ // keep timeout value so it can be restored when player will be refrozen on respawn
+ // NOTE this can't be exactly -2 since game starts from time 2
+ frag_target.freezetag_frozen_timeout = -t;
+ frag_target.freezetag_frozen_time = t2;
+ }
return true;
}
if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
return true; // do nothing, round is starting right now
- if(player.freezetag_frozen_timeout == -2) // player was dead
+ if(player.freezetag_frozen_timeout <= -2) // player was dead
{
+ float t = player.freezetag_frozen_timeout;
+ float t2 = player.freezetag_frozen_time;
freezetag_Freeze(player, NULL);
+ if (t < -2)
+ {
+ player.freezetag_frozen_timeout = -t;
+ player.freezetag_frozen_time = t2;
+ }
return true;
}
&& frag_target.freezetag_frozen_timeout > time)
{
if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
- t = vlen(frag_force) * autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+ {
+ float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
+ t = vlen(frag_force);
+ // limit hit force considered at once, e.g when you have the Strength
+ // powerup but also with weapons that fire multiple projectiles at once (crylink)
+ if (frag_target.freezetag_frozen_force + t > maxforce)
+ {
+ t = max(0, maxforce - frag_target.freezetag_frozen_force);
+ frag_target.freezetag_frozen_force = maxforce;
+ }
+ else
+ frag_target.freezetag_frozen_force += t;
+ t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+ }
frag_target.freezetag_frozen_timeout -= t;
if (frag_target.freezetag_frozen_timeout < time)
frag_target.freezetag_frozen_timeout = time;
//if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
//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);
+ player.freezetag_frozen_force = 0;
+
if (!(frametime && IS_PLAYER(player)))
return true;
if (!n) // no teammate nearby
{
float clearspeed = autocvar_g_freezetag_revive_clearspeed;
- if (autocvar_g_freezetag_revive_time_to_score > 0)
- clearspeed = 0; // prevent stacking points by entering and exiting the revival zone many times
if (STAT(FROZEN, player) == FROZEN_NORMAL)
- STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
+ {
+ if (autocvar_g_freezetag_revive_time_to_score > 0)
+ {
+ if (STAT(REVIVE_PROGRESS, player) > base_progress)
+ {
+ // reduce auto-revival time based on manual revival progress
+ base_progress = STAT(REVIVE_PROGRESS, player);
+ player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
+ }
+ // don't clear revive progress, it would allow stacking points
+ // by entering and exiting the revival zone many times
+ STAT(REVIVE_PROGRESS, player) = base_progress;
+ }
+ else
+ STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
+ }
else if (!STAT(FROZEN, player) && !player_is_reviving)
STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
}
else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
{
- STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed * (1 - base_progress)), 1);
+ float spd = autocvar_g_freezetag_revive_speed_t2s;
+ if (autocvar_g_freezetag_revive_time_to_score <= 0)
+ spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
+ STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
if(STAT(REVIVE_PROGRESS, player) >= 1)
{
float frozen_time = time - player.freezetag_frozen_time;
Unfreeze(player, false);
SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
+ player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
freezetag_count_alive_players();
if(n == -1)
for(entity it = revivers_first; it; it = it.chain)
{
GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
- GameRules_scoring_add(it, SCORE, +1);
+ if (autocvar_g_freezetag_revive_time_to_score <= 0)
+ GameRules_scoring_add(it, SCORE, +1);
nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
}
MUTATOR_HOOKFUNCTION(ft, SetStartItems)
{
start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
- //start_health = warmup_start_health = cvar("g_lms_start_health");
- //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
- start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
- start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
- start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
- start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
- start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
- start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
+ start_health = warmup_start_health = cvar("g_ft_start_health");
+ start_armorvalue = warmup_start_armorvalue = cvar("g_ft_start_armor");
+ start_ammo_shells = warmup_start_ammo_shells = cvar("g_ft_start_ammo_shells");
+ start_ammo_nails = warmup_start_ammo_nails = cvar("g_ft_start_ammo_nails");
+ start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_ft_start_ammo_rockets");
+ start_ammo_cells = warmup_start_ammo_cells = cvar("g_ft_start_ammo_cells");
+ start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_ft_start_ammo_plasma");
+ start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_ft_start_ammo_fuel");
}
MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
BADPREFIX("skill_");
BADPREFIX("sv_allow_");
BADPREFIX("sv_cullentities_");
- BADPREFIX("sv_maxidle_");
+ BADPREFIX("sv_maxidle");
BADPREFIX("sv_minigames_");
BADPREFIX("sv_radio_");
BADPREFIX("sv_timeout_");
BADCVAR("g_ctf_leaderboard");
BADCVAR("g_domination_point_limit");
BADCVAR("g_domination_teams_override");
+ BADCVAR("g_freezetag_revive_spawnshield");
BADCVAR("g_freezetag_teams_override");
BADCVAR("g_friendlyfire");
BADCVAR("g_fullbrightitems");
BADCVAR("sv_defaultplayercolors");
BADCVAR("sv_defaultplayermodel");
BADCVAR("sv_defaultplayerskin");
- BADCVAR("sv_maxidle");
BADCVAR("sv_maxrate");
BADCVAR("sv_motd");
BADCVAR("sv_public");
// character set: ASCII 33-126 without the following characters: : ; ' " \ $
if(autocvar_sv_eventlog)
{
- string s = sprintf("%s.%s.%06d", itos(autocvar_sv_eventlog_files_counter), strftime(false, "%s"), floor(random() * 1000000));
+ string num = strftime_s(); // strftime(false, "%s") isn't reliable, see strftime_s description
+ string s = sprintf("%s.%s.%06d", itos(autocvar_sv_eventlog_files_counter), num, floor(random() * 1000000));
matchid = strzone(s);
GameLogEcho(strcat(":gamestart:", GetGametype(), "_", GetMapname(), ":", s));