1 #include "sv_freezetag.qh"
3 #include <common/resources/sv_resources.qh>
4 #include <server/elimination.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(1));
44 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
45 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
46 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
49 eliminatedPlayers.SendFlags |= 1;
52 bool freezetag_CheckTeams()
54 static float prev_missing_teams_mask;
55 if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
57 if(prev_missing_teams_mask > 0)
58 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
59 prev_missing_teams_mask = -1;
62 if(total_players == 0)
64 if(prev_missing_teams_mask > 0)
65 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
66 prev_missing_teams_mask = -1;
69 int missing_teams_mask = 0;
70 for (int i = 1; i <= NUM_TEAMS; ++i)
72 if ((freezetag_teams & Team_IndexToBit(i)) &&
73 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
75 missing_teams_mask |= Team_IndexToBit(i);
78 if(prev_missing_teams_mask != missing_teams_mask)
80 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
81 prev_missing_teams_mask = missing_teams_mask;
86 void nades_Clear(entity);
87 void nades_GiveBonus(entity player, float score);
89 bool freezetag_CheckWinner()
91 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
93 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
94 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
95 FOREACH_CLIENT(IS_PLAYER(it), {
96 it.freezetag_frozen_timeout = 0;
97 it.freezetag_revive_time = 0;
101 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
105 int winner_team = Team_GetWinnerAliveTeam();
111 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
112 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
113 TeamScore_AddToTeam(winner_team, ST_FT_ROUNDS, +1);
115 else if(winner_team == -1)
117 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
118 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
121 FOREACH_CLIENT(IS_PLAYER(it), {
122 it.freezetag_frozen_timeout = 0;
123 it.freezetag_revive_time = 0;
128 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
132 entity freezetag_LastPlayerForTeam(entity this)
134 entity last_pl = NULL;
135 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
136 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
147 void freezetag_LastPlayerForTeam_Notify(entity this)
149 if(round_handler_IsActive())
150 if(round_handler_IsRoundStarted())
152 entity pl = freezetag_LastPlayerForTeam(this);
154 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
158 void freezetag_Add_Score(entity targ, entity attacker)
162 // you froze your own dumb self
163 // counted as "suicide" already
164 GameRules_scoring_add(targ, SCORE, -1);
166 else if(IS_PLAYER(attacker))
168 // got frozen by an enemy
169 // counted as "kill" and "death" already
170 GameRules_scoring_add(targ, SCORE, -1);
171 GameRules_scoring_add(attacker, SCORE, +1);
173 // else nothing - got frozen by the game type rules themselves
176 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
177 void freezetag_Freeze(entity targ, entity attacker)
179 if(STAT(FROZEN, targ))
182 targ.freezetag_frozen_time = time;
183 if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
184 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
186 Freeze(targ, 0, FROZEN_NORMAL, true);
188 freezetag_count_alive_players();
190 freezetag_Add_Score(targ, attacker);
193 bool freezetag_isEliminated(entity e)
195 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
205 void(entity this) havocbot_role_ft_freeing;
206 void(entity this) havocbot_role_ft_offense;
208 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
210 entity best_pl = NULL;
211 float best_dist2 = FLOAT_MAX;
212 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
213 if (STAT(FROZEN, it) == FROZEN_NORMAL)
215 if(vdist(it.origin - org, >, sradius))
217 navigation_routerating(this, it, ratingscale, 2000);
220 && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
221 && vlen2(it.origin - org) < best_dist2)
223 // If teamate is not frozen still seek them out as fight better
225 best_dist2 = vlen2(it.origin - org);
226 if (best_dist2 < 700 ** 2)
229 best_dist2 = 0; // already close to a teammate
236 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
239 void havocbot_role_ft_offense(entity this)
244 if (!this.havocbot_role_timeout)
245 this.havocbot_role_timeout = time + random() * 10 + 20;
247 // Count how many players on team are unfrozen.
249 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
253 // If only one left on team or if role has timed out then start trying to free players.
254 if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
256 LOG_TRACE("changing role to freeing");
257 this.havocbot_role = havocbot_role_ft_freeing;
258 this.havocbot_role_timeout = 0;
262 if (navigation_goalrating_timeout(this))
264 navigation_goalrating_start(this);
265 havocbot_goalrating_items(this, 12000, this.origin, 10000);
266 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
267 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
268 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
269 navigation_goalrating_end(this);
271 navigation_goalrating_timeout_set(this);
275 void havocbot_role_ft_freeing(entity this)
280 if (!this.havocbot_role_timeout)
281 this.havocbot_role_timeout = time + random() * 10 + 20;
283 if (time > this.havocbot_role_timeout)
285 LOG_TRACE("changing role to offense");
286 this.havocbot_role = havocbot_role_ft_offense;
287 this.havocbot_role_timeout = 0;
291 if (navigation_goalrating_timeout(this))
293 navigation_goalrating_start(this);
294 havocbot_goalrating_items(this, 10000, this.origin, 10000);
295 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
296 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
297 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
298 navigation_goalrating_end(this);
300 navigation_goalrating_timeout_set(this);
309 void ft_RemovePlayer(entity this)
311 if (STAT(FROZEN, this) != FROZEN_NORMAL)
312 freezetag_LastPlayerForTeam_Notify(this);
313 Unfreeze(this, false);
315 SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
316 freezetag_count_alive_players();
319 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
321 entity player = M_ARGV(0, entity);
323 ft_RemovePlayer(player);
327 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
329 entity player = M_ARGV(0, entity);
331 ft_RemovePlayer(player);
334 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
336 entity frag_attacker = M_ARGV(1, entity);
337 entity frag_target = M_ARGV(2, entity);
338 float frag_deathtype = M_ARGV(3, float);
340 if(round_handler_IsActive())
341 if(round_handler_CountdownRunning())
343 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
344 Unfreeze(frag_target, true);
345 freezetag_count_alive_players();
346 frag_target.respawn_time = time;
347 frag_target.respawn_flags |= RESPAWN_FORCE;
351 frag_target.respawn_time = time + 1;
352 frag_target.respawn_flags |= RESPAWN_FORCE;
354 // let the player die, they will be automatically frozen when they respawn
355 // it fixes a bug where you both really die (gibbing) and get frozen
356 // if you succeed changing team through the menu
357 if (frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
359 freezetag_Add_Score(frag_target, frag_attacker);
360 freezetag_count_alive_players();
361 freezetag_LastPlayerForTeam_Notify(frag_target);
362 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
366 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype))
368 // by restoring some health right after player death (soft-kill)
369 // weapons and ammo won't be reset
370 SetResourceExplicit(frag_target, RES_HEALTH, 1);
371 // restore armor as it was removed in PlayerDamage
372 SetResourceExplicit(frag_target, RES_ARMOR, frag_target.freezetag_frozen_armor);
375 entity spot = SelectSpawnPoint(frag_target, true);
376 setorigin(frag_target, spot.origin);
377 frag_target.oldorigin = frag_target.origin;
378 frag_target.fixangle = true; // turn this way immediately
379 frag_target.angles = vec2(spot.angles);
380 frag_target.velocity = '0 0 0';
381 frag_target.oldvelocity = frag_target.velocity; // prevents fall damage, see CreatureFrame_FallDamage
382 frag_target.avelocity = '0 0 0';
383 frag_target.punchangle = '0 0 0';
384 frag_target.punchvector = '0 0 0';
387 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
390 freezetag_Freeze(frag_target, frag_attacker);
391 freezetag_LastPlayerForTeam_Notify(frag_target);
393 if(frag_attacker == frag_target || frag_attacker == NULL)
395 if(IS_PLAYER(frag_target))
396 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
397 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
401 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
407 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
409 entity player = M_ARGV(0, entity);
411 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
412 return true; // do nothing, round is starting right now
414 if(player.freezetag_frozen_timeout <= -2) // player was dead
416 freezetag_Freeze(player, NULL);
420 freezetag_count_alive_players();
422 if(round_handler_IsActive())
423 if(round_handler_IsRoundStarted())
425 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
426 freezetag_Freeze(player, NULL);
432 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
434 FOREACH_CLIENT(IS_PLAYER(it), {
435 CS(it).killcount = 0;
436 it.freezetag_revive_time = 0;
437 it.freezetag_frozen_timeout = -1;
438 PutClientInServer(it);
439 it.freezetag_frozen_timeout = 0;
441 freezetag_count_alive_players();
445 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
447 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
451 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
453 entity targ = M_ARGV(0, entity);
454 targ.freezetag_frozen_time = 0;
455 targ.freezetag_frozen_timeout = 0;
458 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
460 entity frag_attacker = M_ARGV(1, entity);
461 entity frag_target = M_ARGV(2, entity);
462 //float frag_deathtype = M_ARGV(3, float);
463 //float frag_damage = M_ARGV(4, float);
464 vector frag_force = M_ARGV(6, vector);
466 frag_target.freezetag_frozen_armor = GetResource(frag_target, RES_ARMOR);
468 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
469 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
472 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
473 && frag_target.freezetag_frozen_timeout > time)
475 if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
477 float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
478 t = vlen(frag_force);
479 // limit hit force considered at once, e.g when you have the Strength
480 // powerup but also with weapons that fire multiple projectiles at once (crylink)
481 if (frag_target.freezetag_frozen_force + t > maxforce)
483 t = max(0, maxforce - frag_target.freezetag_frozen_force);
484 frag_target.freezetag_frozen_force = maxforce;
487 frag_target.freezetag_frozen_force += t;
488 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
490 frag_target.freezetag_frozen_timeout -= t;
491 if (frag_target.freezetag_frozen_timeout < time)
492 frag_target.freezetag_frozen_timeout = time;
497 #ifdef IN_REVIVING_RANGE
498 #undef IN_REVIVING_RANGE
501 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
502 (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
503 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
505 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
510 if(round_handler_IsActive())
511 if(!round_handler_IsRoundStarted())
514 entity player = M_ARGV(0, entity);
515 //if (STAT(FROZEN, player) == FROZEN_NORMAL)
516 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
517 //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);
519 player.freezetag_frozen_force = 0;
521 if (!(frametime && IS_PLAYER(player)))
524 entity revivers_last = NULL;
525 entity revivers_first = NULL;
527 bool player_is_reviving = false;
529 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
530 FOREACH_CLIENT(IS_PLAYER(it), {
531 // check if player is reviving anyone
532 if (STAT(FROZEN, it) == FROZEN_NORMAL)
534 if ((STAT(FROZEN, player) == FROZEN_NORMAL))
536 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
538 player_is_reviving = true;
542 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
543 continue; // both player and it are NOT frozen
544 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
547 // found a teammate that is reviving player
548 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
550 it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
551 while (it.freezetag_revive_time > 1)
553 GameRules_scoring_add(it, SCORE, +1);
554 it.freezetag_revive_time -= 1;
558 revivers_last.chain = it;
565 revivers_last.chain = NULL;
567 // allow normal revival during automatic revival
568 // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
569 //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
570 if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
573 float base_progress = 0;
574 if (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
575 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
577 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
578 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
581 if (!n) // no teammate nearby
583 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
584 if (STAT(FROZEN, player) == FROZEN_NORMAL)
586 if (autocvar_g_freezetag_revive_time_to_score > 0)
588 if (STAT(REVIVE_PROGRESS, player) > base_progress)
590 // reduce auto-revival time based on manual revival progress
591 base_progress = STAT(REVIVE_PROGRESS, player);
592 player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
594 // don't clear revive progress, it would allow stacking points
595 // by entering and exiting the revival zone many times
596 STAT(REVIVE_PROGRESS, player) = base_progress;
599 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
601 else if (!STAT(FROZEN, player) && !player_is_reviving)
602 STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
604 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
606 float spd = autocvar_g_freezetag_revive_speed_t2s;
607 if (autocvar_g_freezetag_revive_time_to_score <= 0)
608 spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
609 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
611 if(STAT(REVIVE_PROGRESS, player) >= 1)
613 float frozen_time = time - player.freezetag_frozen_time;
614 Unfreeze(player, false);
615 SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
616 player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
617 freezetag_count_alive_players();
621 if(autocvar_sv_eventlog)
622 GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
623 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
624 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
628 // EVERY team mate nearby gets a point (even if multiple!)
629 for(entity it = revivers_first; it; it = it.chain)
631 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
632 if (autocvar_g_freezetag_revive_time_to_score <= 0)
633 GameRules_scoring_add(it, SCORE, +1);
634 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
637 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
638 Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
639 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
640 if(autocvar_sv_eventlog)
642 string revivers = "";
643 for(entity it = revivers_first; it; it = it.chain)
644 revivers = strcat(revivers, ftos(it.playerid), ",");
645 revivers = substring(revivers, 0, strlen(revivers) - 1);
646 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
650 for(entity it = revivers_first; it; it = it.chain)
651 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
654 if (STAT(FROZEN, player) == FROZEN_NORMAL)
656 entity player_wp = player.waypointsprite_attached;
657 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
659 WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
660 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
664 WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
665 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
668 WaypointSprite_UpdateMaxHealth(player_wp, 1);
669 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
675 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
677 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
678 if(!cvar("g_use_ammunition"))
679 start_items |= IT_UNLIMITED_AMMO;
681 start_health = warmup_start_health = autocvar_g_ft_start_health;
682 start_armorvalue = warmup_start_armorvalue = autocvar_g_ft_start_armor;
683 start_ammo_shells = warmup_start_ammo_shells = autocvar_g_ft_start_ammo_shells;
684 start_ammo_nails = warmup_start_ammo_nails = autocvar_g_ft_start_ammo_nails;
685 start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
686 start_ammo_cells = warmup_start_ammo_cells = autocvar_g_ft_start_ammo_cells;
687 start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_ft_start_ammo_plasma;
688 start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_ft_start_ammo_fuel;
691 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
693 entity bot = M_ARGV(0, entity);
698 bot.havocbot_role = havocbot_role_ft_freeing;
700 bot.havocbot_role = havocbot_role_ft_offense;
703 // if bots spawn all at once assign them a more appropriated role after a while
704 if (time < CS(bot).jointime + 1)
705 bot.havocbot_role_timeout = time + 10 + random() * 10;
710 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
712 M_ARGV(0, float) = freezetag_teams;
716 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
718 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
719 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
722 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
724 entity frag_attacker = M_ARGV(0, entity);
725 entity frag_target = M_ARGV(1, entity);
726 //float frag_deathtype = M_ARGV(2, float);
727 int kill_count_to_attacker = M_ARGV(3, int);
728 int kill_count_to_target = M_ARGV(4, int);
730 if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
731 return; // target was already frozen, so this is just pushing them off the cliff
733 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));
734 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
735 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
740 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
742 string cmd_name = M_ARGV(0, string);
743 if (cmd_name == "shuffleteams")
744 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
748 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
750 // announce remaining frags
754 void freezetag_Initialize()
756 freezetag_teams = autocvar_g_freezetag_teams_override;
757 if(freezetag_teams < 2)
758 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
760 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
761 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
762 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
763 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
766 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
767 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
769 EliminatedPlayers_Init(freezetag_isEliminated);