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1 #include "sv_freezetag.qh"
2
3 #include <common/resources/sv_resources.qh>
4 #include <server/elimination.qh>
5
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;
12
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;
21
22 void freezetag_count_alive_players()
23 {
24         total_players = 0;
25         for (int i = 1; i <= NUM_TEAMS; ++i)
26         {
27                 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
28         }
29         FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
30         {
31                 ++total_players;
32                 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
33                 {
34                         continue;
35                 }
36                 entity team_ = Entity_GetTeam(it);
37                 int num_alive = Team_GetNumberOfAlivePlayers(team_);
38                 ++num_alive;
39                 Team_SetNumberOfAlivePlayers(team_, num_alive);
40         });
41         FOREACH_CLIENT(IS_REAL_CLIENT(it),
42         {
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));
47         });
48
49         eliminatedPlayers.SendFlags |= 1;
50 }
51
52 bool freezetag_CheckTeams()
53 {
54         static float prev_missing_teams_mask;
55         if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
56         {
57                 if(prev_missing_teams_mask > 0)
58                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
59                 prev_missing_teams_mask = -1;
60                 return true;
61         }
62         if(total_players == 0)
63         {
64                 if(prev_missing_teams_mask > 0)
65                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
66                 prev_missing_teams_mask = -1;
67                 return false;
68         }
69         int missing_teams_mask = 0;
70         for (int i = 1; i <= NUM_TEAMS; ++i)
71         {
72                 if ((freezetag_teams & Team_IndexToBit(i)) &&
73                         (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
74                 {
75                         missing_teams_mask |= Team_IndexToBit(i);
76                 }
77         }
78         if(prev_missing_teams_mask != missing_teams_mask)
79         {
80                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
81                 prev_missing_teams_mask = missing_teams_mask;
82         }
83         return false;
84 }
85
86 void nades_Clear(entity);
87 void nades_GiveBonus(entity player, float score);
88
89 bool freezetag_CheckWinner()
90 {
91         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
92         {
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;
98                         nades_Clear(it);
99                 });
100                 game_stopped = true;
101                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
102                 return true;
103         }
104
105         int winner_team = Team_GetWinnerAliveTeam();
106         if (!winner_team)
107                 return false;
108
109         if(winner_team > 0)
110         {
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);
114         }
115         else if(winner_team == -1)
116         {
117                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
118                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
119         }
120
121         FOREACH_CLIENT(IS_PLAYER(it), {
122                 it.freezetag_frozen_timeout = 0;
123                 it.freezetag_revive_time = 0;
124                 nades_Clear(it);
125         });
126
127         game_stopped = true;
128         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
129         return true;
130 }
131
132 entity freezetag_LastPlayerForTeam(entity this)
133 {
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)
137                 {
138                         if (!last_pl)
139                                 last_pl = it;
140                         else
141                                 return NULL;
142                 }
143         });
144         return last_pl;
145 }
146
147 void freezetag_LastPlayerForTeam_Notify(entity this)
148 {
149         if(round_handler_IsActive())
150         if(round_handler_IsRoundStarted())
151         {
152                 entity pl = freezetag_LastPlayerForTeam(this);
153                 if(pl)
154                         Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
155         }
156 }
157
158 void freezetag_Add_Score(entity targ, entity attacker)
159 {
160         if(attacker == targ)
161         {
162                 // you froze your own dumb self
163                 // counted as "suicide" already
164                 GameRules_scoring_add(targ, SCORE, -1);
165         }
166         else if(IS_PLAYER(attacker))
167         {
168                 // got frozen by an enemy
169                 // counted as "kill" and "death" already
170                 if(SAME_TEAM(attacker, targ))
171                         GameRules_scoring_add(attacker, SCORE, -1);
172                 else
173                         GameRules_scoring_add(attacker, SCORE, +1);
174                 GameRules_scoring_add(targ, SCORE, -1);
175         }
176         // else nothing - got frozen by the game type rules themselves
177 }
178
179 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
180 void freezetag_Freeze(entity targ, entity attacker)
181 {
182         if(STAT(FROZEN, targ))
183                 return;
184
185         targ.freezetag_frozen_time = time;
186         if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
187                 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
188
189         Freeze(targ, 0, FROZEN_NORMAL, true);
190
191         freezetag_count_alive_players();
192
193         freezetag_Add_Score(targ, attacker);
194 }
195
196 bool freezetag_isEliminated(entity e)
197 {
198         if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
199                 return true;
200         return false;
201 }
202
203
204 // ================
205 // Bot player logic
206 // ================
207
208 void(entity this) havocbot_role_ft_freeing;
209 void(entity this) havocbot_role_ft_offense;
210
211 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
212 {
213         entity best_pl = NULL;
214         float best_dist2 = FLOAT_MAX;
215         FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
216                 if (STAT(FROZEN, it) == FROZEN_NORMAL)
217                 {
218                         if(vdist(it.origin - org, >, sradius))
219                                 continue;
220                         navigation_routerating(this, it, ratingscale, 2000);
221                 }
222                 else if (best_dist2
223                         && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
224                         && vlen2(it.origin - org) < best_dist2)
225                 {
226                         // If teamate is not frozen still seek them out as fight better
227                         // in a group.
228                         best_dist2 = vlen2(it.origin - org);
229                         if (best_dist2 < 700 ** 2)
230                         {
231                                 best_pl = NULL;
232                                 best_dist2 = 0; // already close to a teammate
233                         }
234                         else
235                                 best_pl = it;
236                 }
237         });
238         if (best_pl)
239                 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
240 }
241
242 void havocbot_role_ft_offense(entity this)
243 {
244         if(IS_DEAD(this))
245                 return;
246
247         if (!this.havocbot_role_timeout)
248                 this.havocbot_role_timeout = time + random() * 10 + 20;
249
250         // Count how many players on team are unfrozen.
251         int unfrozen = 0;
252         FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
253                 unfrozen++;
254         });
255
256         // If only one left on team or if role has timed out then start trying to free players.
257         if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
258         {
259                 LOG_TRACE("changing role to freeing");
260                 this.havocbot_role = havocbot_role_ft_freeing;
261                 this.havocbot_role_timeout = 0;
262                 return;
263         }
264
265         if (navigation_goalrating_timeout(this))
266         {
267                 navigation_goalrating_start(this);
268                 havocbot_goalrating_items(this, 12000, this.origin, 10000);
269                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
270                 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
271                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
272                 navigation_goalrating_end(this);
273
274                 navigation_goalrating_timeout_set(this);
275         }
276 }
277
278 void havocbot_role_ft_freeing(entity this)
279 {
280         if(IS_DEAD(this))
281                 return;
282
283         if (!this.havocbot_role_timeout)
284                 this.havocbot_role_timeout = time + random() * 10 + 20;
285
286         if (time > this.havocbot_role_timeout)
287         {
288                 LOG_TRACE("changing role to offense");
289                 this.havocbot_role = havocbot_role_ft_offense;
290                 this.havocbot_role_timeout = 0;
291                 return;
292         }
293
294         if (navigation_goalrating_timeout(this))
295         {
296                 navigation_goalrating_start(this);
297                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
298                 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
299                 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
300                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
301                 navigation_goalrating_end(this);
302
303                 navigation_goalrating_timeout_set(this);
304         }
305 }
306
307
308 // ==============
309 // Hook Functions
310 // ==============
311
312 void ft_RemovePlayer(entity this)
313 {
314         if (STAT(FROZEN, this) != FROZEN_NORMAL)
315                 freezetag_LastPlayerForTeam_Notify(this);
316         Unfreeze(this, false);
317
318         SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
319         freezetag_count_alive_players();
320 }
321
322 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
323 {
324         entity player = M_ARGV(0, entity);
325
326         ft_RemovePlayer(player);
327         return true;
328 }
329
330 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
331 {
332         entity player = M_ARGV(0, entity);
333
334         ft_RemovePlayer(player);
335 }
336
337 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
338 {
339         entity frag_attacker = M_ARGV(1, entity);
340         entity frag_target = M_ARGV(2, entity);
341         float frag_deathtype = M_ARGV(3, float);
342
343         if(round_handler_IsActive())
344         if(round_handler_CountdownRunning())
345         {
346                 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
347                         Unfreeze(frag_target, true);
348                 freezetag_count_alive_players();
349                 frag_target.respawn_time = time;
350                 frag_target.respawn_flags |= RESPAWN_FORCE;
351                 return true;
352         }
353
354         frag_target.respawn_time = time + 1;
355         frag_target.respawn_flags |= RESPAWN_FORCE;
356
357         // let the player die, they will be automatically frozen when they respawn
358         // it fixes a bug where you both really die (gibbing) and get frozen
359         // if you succeed changing team through the menu
360         if (frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
361         {
362                 freezetag_Add_Score(frag_target, frag_attacker);
363                 freezetag_count_alive_players();
364                 freezetag_LastPlayerForTeam_Notify(frag_target);
365                 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
366                 return true;
367         }
368
369         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype))
370         {
371                 // can't use freezetag_Add_Score here since it doesn't assign any points
372                 // if the attacker is not a player (e.g. triggerhurt) by design
373                 if ((STAT(FROZEN, frag_target) != FROZEN_NORMAL) && !IS_PLAYER(frag_attacker))
374                         GameRules_scoring_add(frag_target, SCORE, -1);
375
376                 // by restoring some health right after player death (soft-kill)
377                 // weapons and ammo won't be reset
378                 SetResourceExplicit(frag_target, RES_HEALTH, 1);
379                 // restore armor as it was removed in PlayerDamage
380                 SetResourceExplicit(frag_target, RES_ARMOR, frag_target.freezetag_frozen_armor);
381
382                 // relocate
383                 entity spot = SelectSpawnPoint(frag_target, true);
384                 setorigin(frag_target, spot.origin);
385                 frag_target.oldorigin = frag_target.origin;
386                 frag_target.fixangle = true; // turn this way immediately
387                 frag_target.angles = vec2(spot.angles);
388                 frag_target.velocity = '0 0 0';
389                 frag_target.oldvelocity = frag_target.velocity; // prevents fall damage, see CreatureFrame_FallDamage
390                 frag_target.avelocity = '0 0 0';
391                 frag_target.punchangle = '0 0 0';
392                 frag_target.punchvector = '0 0 0';
393         }
394
395         if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
396                 return true;
397
398         freezetag_Freeze(frag_target, frag_attacker);
399         freezetag_LastPlayerForTeam_Notify(frag_target);
400
401         if(frag_attacker == frag_target || frag_attacker == NULL)
402         {
403                 if(IS_PLAYER(frag_target))
404                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
405                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
406         }
407         else
408         {
409                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
410         }
411
412         return true;
413 }
414
415 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
416 {
417         entity player = M_ARGV(0, entity);
418
419         if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
420                 return true; // do nothing, round is starting right now
421
422         if(player.freezetag_frozen_timeout <= -2) // player was dead
423         {
424                 freezetag_Freeze(player, NULL);
425                 return true;
426         }
427
428         freezetag_count_alive_players();
429
430         if(round_handler_IsActive())
431         if(round_handler_IsRoundStarted())
432         {
433                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
434                 freezetag_Freeze(player, NULL);
435         }
436
437         return true;
438 }
439
440 MUTATOR_HOOKFUNCTION(ft, PutClientInServer)
441 {
442         eliminatedPlayers.SendFlags |= 1;
443 }
444
445 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
446 {
447         FOREACH_CLIENT(IS_PLAYER(it), {
448                 CS(it).killcount = 0;
449                 it.freezetag_revive_time = 0;
450                 it.freezetag_frozen_timeout = -1;
451                 PutClientInServer(it);
452                 it.freezetag_frozen_timeout = 0;
453         });
454         freezetag_count_alive_players();
455         return true;
456 }
457
458 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
459 {
460         M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
461         return true;
462 }
463
464 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
465 {
466         entity targ = M_ARGV(0, entity);
467         targ.freezetag_frozen_time = 0;
468         targ.freezetag_frozen_timeout = 0;
469 }
470
471 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
472 {
473         entity frag_attacker = M_ARGV(1, entity);
474         entity frag_target = M_ARGV(2, entity);
475         //float frag_deathtype = M_ARGV(3, float);
476         //float frag_damage = M_ARGV(4, float);
477         vector frag_force = M_ARGV(6, vector);
478
479         frag_target.freezetag_frozen_armor = GetResource(frag_target, RES_ARMOR);
480
481         if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
482                 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
483         {
484                 float t = 0;
485                 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
486                         && frag_target.freezetag_frozen_timeout > time)
487                 {
488                         if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
489                         {
490                                 float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
491                                 t = vlen(frag_force);
492                                 // limit hit force considered at once, e.g when you have the Strength
493                                 // powerup but also with weapons that fire multiple projectiles at once (crylink)
494                                 if (frag_target.freezetag_frozen_force + t > maxforce)
495                                 {
496                                         t = max(0, maxforce - frag_target.freezetag_frozen_force);
497                                         frag_target.freezetag_frozen_force = maxforce;
498                                 }
499                                 else
500                                         frag_target.freezetag_frozen_force += t;
501                                 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
502                         }
503                         frag_target.freezetag_frozen_timeout -= t;
504                         if (frag_target.freezetag_frozen_timeout < time)
505                                 frag_target.freezetag_frozen_timeout = time;
506                 }
507         }
508 }
509
510 #ifdef IN_REVIVING_RANGE
511         #undef IN_REVIVING_RANGE
512 #endif
513
514 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
515         (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
516         && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
517
518 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
519 {
520         if(game_stopped)
521                 return true;
522
523         if(round_handler_IsActive())
524         if(!round_handler_IsRoundStarted())
525                 return true;
526
527         entity player = M_ARGV(0, entity);
528         //if (STAT(FROZEN, player) == FROZEN_NORMAL)
529         //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
530                 //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);
531
532         player.freezetag_frozen_force = 0;
533
534         if (!(frametime && IS_PLAYER(player)))
535                 return true;
536
537         entity revivers_last = NULL;
538         entity revivers_first = NULL;
539
540         bool player_is_reviving = false;
541         int n = 0;
542         vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
543         FOREACH_CLIENT(IS_PLAYER(it), {
544                 // check if player is reviving anyone
545                 if (STAT(FROZEN, it) == FROZEN_NORMAL)
546                 {
547                         if ((STAT(FROZEN, player) == FROZEN_NORMAL))
548                                 continue;
549                         if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
550                                 continue;
551                         player_is_reviving = true;
552                         break;
553                 }
554
555                 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
556                         continue; // both player and it are NOT frozen
557                 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
558                         continue;
559
560                 // found a teammate that is reviving player
561                 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
562                 {
563                         it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
564                         while (it.freezetag_revive_time > 1)
565                         {
566                                 GameRules_scoring_add(it, SCORE, +1);
567                                 it.freezetag_revive_time -= 1;
568                         }
569                 }
570                 if (revivers_last)
571                         revivers_last.chain = it;
572                 revivers_last = it;
573                 if (!revivers_first)
574                         revivers_first = it;
575                 ++n;
576         });
577         if (revivers_last)
578                 revivers_last.chain = NULL;
579
580         // allow normal revival during automatic revival
581         // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
582         //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
583         if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
584                 n = -1;
585
586         float base_progress = 0;
587         if  (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
588                 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
589         {
590                 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
591                 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
592         }
593
594         if (!n) // no teammate nearby
595         {
596                 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
597                 if (STAT(FROZEN, player) == FROZEN_NORMAL)
598                 {
599                         if (autocvar_g_freezetag_revive_time_to_score > 0)
600                         {
601                                 if (STAT(REVIVE_PROGRESS, player) > base_progress)
602                                 {
603                                         // reduce auto-revival time based on manual revival progress
604                                         base_progress = STAT(REVIVE_PROGRESS, player);
605                                         player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
606                                 }
607                                 // don't clear revive progress, it would allow stacking points
608                                 // by entering and exiting the revival zone many times
609                                 STAT(REVIVE_PROGRESS, player) = base_progress;
610                         }
611                         else
612                                 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
613                 }
614                 else if (!STAT(FROZEN, player) && !player_is_reviving)
615                         STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
616         }
617         else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
618         {
619                 float spd = autocvar_g_freezetag_revive_speed_t2s;
620                 if (autocvar_g_freezetag_revive_time_to_score <= 0)
621                         spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
622                 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
623
624                 if(STAT(REVIVE_PROGRESS, player) >= 1)
625                 {
626                         float frozen_time = time - player.freezetag_frozen_time;
627                         Unfreeze(player, false);
628                         SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
629                         player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
630                         freezetag_count_alive_players();
631
632                         if(n == -1)
633                         {
634                                 if(autocvar_sv_eventlog)
635                                         GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
636                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
637                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
638                                 return true;
639                         }
640
641                         // EVERY team mate nearby gets a point (even if multiple!)
642                         for(entity it = revivers_first; it; it = it.chain)
643                         {
644                                 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
645                                 if (autocvar_g_freezetag_revive_time_to_score <= 0)
646                                         GameRules_scoring_add(it, SCORE, +1);
647                                 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
648                         }
649
650                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
651                         Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
652                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
653                         if(autocvar_sv_eventlog)
654                         {
655                                 string revivers = "";
656                                 for(entity it = revivers_first; it; it = it.chain)
657                                         revivers = strcat(revivers, ftos(it.playerid), ",");
658                                 revivers = substring(revivers, 0, strlen(revivers) - 1);
659                                 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
660                         }
661                 }
662
663                 for(entity it = revivers_first; it; it = it.chain)
664                         STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
665         }
666
667         if (STAT(FROZEN, player) == FROZEN_NORMAL)
668         {
669                 entity player_wp = player.waypointsprite_attached;
670                 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
671                 {
672                         WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
673                         WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
674                 }
675                 else
676                 {
677                         WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
678                         WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
679                 }
680
681                 WaypointSprite_UpdateMaxHealth(player_wp, 1);
682                 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
683         }
684
685         return true;
686 }
687
688 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
689 {
690         start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
691         if(!cvar("g_use_ammunition"))
692                 start_items |= IT_UNLIMITED_AMMO;
693
694         start_health       = warmup_start_health       = autocvar_g_ft_start_health;
695         start_armorvalue   = warmup_start_armorvalue   = autocvar_g_ft_start_armor;
696         start_ammo_shells  = warmup_start_ammo_shells  = autocvar_g_ft_start_ammo_shells;
697         start_ammo_nails   = warmup_start_ammo_nails   = autocvar_g_ft_start_ammo_nails;
698         start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
699         start_ammo_cells   = warmup_start_ammo_cells   = autocvar_g_ft_start_ammo_cells;
700         start_ammo_plasma  = warmup_start_ammo_plasma  = autocvar_g_ft_start_ammo_plasma;
701         start_ammo_fuel    = warmup_start_ammo_fuel    = autocvar_g_ft_start_ammo_fuel;
702 }
703
704 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
705 {
706         entity bot = M_ARGV(0, entity);
707
708         if (!IS_DEAD(bot))
709         {
710                 if (random() < 0.5)
711                         bot.havocbot_role = havocbot_role_ft_freeing;
712                 else
713                         bot.havocbot_role = havocbot_role_ft_offense;
714         }
715
716         // if bots spawn all at once assign them a more appropriated role after a while
717         if (time < CS(bot).jointime + 1)
718                 bot.havocbot_role_timeout = time + 10 + random() * 10;
719
720         return true;
721 }
722
723 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
724 {
725         M_ARGV(0, float) = freezetag_teams;
726         return true;
727 }
728
729 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
730 {
731         if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
732                 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
733 }
734
735 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
736 {
737         entity frag_attacker = M_ARGV(0, entity);
738         entity frag_target = M_ARGV(1, entity);
739         //float frag_deathtype = M_ARGV(2, float);
740         int kill_count_to_attacker = M_ARGV(3, int);
741         int kill_count_to_target = M_ARGV(4, int);
742
743         if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
744                 return; // target was already frozen, so this is just pushing them off the cliff
745
746         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));
747         Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
748                 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
749
750         return true;
751 }
752
753 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
754 {
755         string cmd_name = M_ARGV(0, string);
756         if (cmd_name == "shuffleteams")
757                 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
758         return false;
759 }
760
761 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
762 {
763         // announce remaining frags
764         return true;
765 }
766
767 void freezetag_Initialize()
768 {
769         freezetag_teams = autocvar_g_freezetag_teams_override;
770         if(freezetag_teams < 2)
771                 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
772
773         freezetag_teams = BITS(bound(2, freezetag_teams, 4));
774         GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
775                 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
776                 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
777         });
778
779         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
780         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
781
782         EliminatedPlayers_Init(freezetag_isEliminated);
783 }