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Remove a stupid rule
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
4 .entity freezetag_ice;
5 #define ICE_MAX_ALPHA 1
6 #define ICE_MIN_ALPHA 0.1
7 float freezetag_teams;
8
9 void freezetag_count_alive_players()
10 {
11         entity e;
12         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
13         FOR_EACH_PLAYER(e) {
14                 if(e.team == COLOR_TEAM1 && e.health >= 1)
15                 {
16                         ++total_players;
17                         if (!e.freezetag_frozen) ++redalive;
18                 }
19                 else if(e.team == COLOR_TEAM2 && e.health >= 1)
20                 {
21                         ++total_players;
22                         if (!e.freezetag_frozen) ++bluealive;
23                 }
24                 else if(e.team == COLOR_TEAM3 && e.health >= 1)
25                 {
26                         ++total_players;
27                         if (!e.freezetag_frozen) ++yellowalive;
28                 }
29                 else if(e.team == COLOR_TEAM4 && e.health >= 1)
30                 {
31                         ++total_players;
32                         if (!e.freezetag_frozen) ++pinkalive;
33                 }
34         }
35         FOR_EACH_REALCLIENT(e) {
36                 e.redalive_stat = redalive;
37                 e.bluealive_stat = bluealive;
38                 e.yellowalive_stat = yellowalive;
39                 e.pinkalive_stat = pinkalive;
40         }
41 }
42 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
43 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
44
45 float prev_total_players;
46 float freezetag_CheckTeams()
47 {
48         entity e;
49         if(FREEZETAG_ALIVE_TEAMS_OK())
50         {
51                 if(prev_total_players != -1)
52                 {
53                         FOR_EACH_REALCLIENT(e)
54                                 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
55                 }
56                 prev_total_players = -1;
57                 return 1;
58         }
59         if(prev_total_players != total_players)
60         {
61                 string teams_missing = "";
62                 if(!redalive)   teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
63                 if(!bluealive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
64                 if(freezetag_teams >= 3)
65                 if(!yellowalive)        teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
66                 if(freezetag_teams == 4)
67                 if(!pinkalive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
68                 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
69
70                 FOR_EACH_REALCLIENT(e)
71                         Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
72                 prev_total_players = total_players;
73         }
74         return 0;
75 }
76
77 float freezetag_getWinnerTeam()
78 {
79         float winner_team = 0;
80         if(redalive >= 1)
81                 winner_team = COLOR_TEAM1;
82         if(bluealive >= 1)
83         {
84                 if(winner_team) return 0;
85                 winner_team = COLOR_TEAM2;
86         }
87         if(yellowalive >= 1)
88         {
89                 if(winner_team) return 0;
90                 winner_team = COLOR_TEAM3;
91         }
92         if(pinkalive >= 1)
93         {
94                 if(winner_team) return 0;
95                 winner_team = COLOR_TEAM4;
96         }
97         if(winner_team)
98                 return winner_team;
99         return -1; // no player left
100 }
101
102 float freezetag_CheckWinner()
103 {
104         entity e;
105         if(round_handler_GetTimeLeft() <= 0)
106         {
107                 FOR_EACH_REALCLIENT(e)
108                         centerprint(e, "Round over, there's no winner");
109                 bprint("Round over, there's no winner.\n");
110                 FOR_EACH_PLAYER(e)
111                         e.freezetag_frozen_timeout = 0;
112                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
113                 return 1;
114         }
115
116         if(FREEZETAG_ALIVE_TEAMS() > 1)
117                 return 0;
118
119         float winner_team;
120         string teamname;
121         winner_team = freezetag_getWinnerTeam();
122         if(winner_team > 0)
123         {
124                 teamname = ColoredTeamName(winner_team);
125                 FOR_EACH_REALCLIENT(e)
126                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
127                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
128                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
129         }
130         else if(winner_team == -1)
131         {
132                 FOR_EACH_REALCLIENT(e)
133                         centerprint(e, "^5Round tied! All teams were frozen.");
134                 bprint("^5Round tied! All teams were frozen.\n");
135         }
136
137         FOR_EACH_PLAYER(e)
138                 e.freezetag_frozen_timeout = 0;
139         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
140         return 1;
141 }
142
143 // this is needed to allow the player to turn his view around (fixangle can't
144 // be used to freeze his view, as that also changes the angles), while not
145 // turning that ice object with the player
146 void freezetag_Ice_Think()
147 {
148         setorigin(self, self.owner.origin - '0 0 16');
149         self.nextthink = time;
150 }
151
152 void freezetag_Add_Score(entity attacker)
153 {
154         if(attacker == self)
155         {
156                 // you froze your own dumb self
157                 // counted as "suicide" already
158                 PlayerScore_Add(self, SP_SCORE, -1);
159         }
160         else if(attacker.classname == "player")
161         {
162                 // got frozen by an enemy
163                 // counted as "kill" and "death" already
164                 PlayerScore_Add(self, SP_SCORE, -1);
165                 PlayerScore_Add(attacker, SP_SCORE, +1);
166         }
167         // else nothing - got frozen by the game type rules themselves
168 }
169
170 void freezetag_Freeze(entity attacker)
171 {
172         if(self.freezetag_frozen)
173                 return;
174         self.freezetag_frozen = 1;
175         self.freezetag_frozen_time = time;
176         self.freezetag_revive_progress = 0;
177         self.health = 1;
178         if(autocvar_g_freezetag_frozen_maxtime > 0)
179                 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
180
181         freezetag_count_alive_players();
182
183         entity ice;
184         ice = spawn();
185         ice.owner = self;
186         ice.classname = "freezetag_ice";
187         ice.think = freezetag_Ice_Think;
188         ice.nextthink = time;
189         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
190         ice.alpha = ICE_MAX_ALPHA;
191         ice.colormod = TeamColor(self.team);
192         ice.glowmod = ice.colormod;
193         setmodel(ice, "models/ice/ice.md3");
194
195         self.freezetag_ice = ice;
196
197         RemoveGrapplingHook(self);
198
199         // add waypoint
200         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
201
202         freezetag_Add_Score(attacker);
203 }
204
205 void freezetag_Unfreeze(entity attacker)
206 {
207         self.freezetag_frozen = 0;
208         self.freezetag_frozen_time = 0;
209         self.freezetag_frozen_timeout = 0;
210         self.freezetag_revive_progress = 0;
211
212         remove(self.freezetag_ice);
213         self.freezetag_ice = world;
214
215         if(self.waypointsprite_attached)
216                 WaypointSprite_Kill(self.waypointsprite_attached);
217 }
218
219
220 // ================
221 // Bot player logic
222 // ================
223
224 void() havocbot_role_ft_freeing;
225 void() havocbot_role_ft_offense;
226
227 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
228 {
229         entity head;
230         float distance;
231
232         FOR_EACH_PLAYER(head)
233         {
234                 if ((head != self) && (head.team == self.team))
235                 {
236                         if (head.freezetag_frozen)
237                         {
238                                 distance = vlen(head.origin - org);
239                                 if (distance > sradius)
240                                         continue;
241                                 navigation_routerating(head, ratingscale, 2000);
242                         }
243                         else
244                         {
245                                 // If teamate is not frozen still seek them out as fight better
246                                 // in a group.
247                                 navigation_routerating(head, ratingscale/3, 2000);
248                         }
249                 }
250         }
251 }
252
253 void havocbot_role_ft_offense()
254 {
255         entity head;
256         float unfrozen;
257
258         if(self.deadflag != DEAD_NO)
259                 return;
260
261         if (!self.havocbot_role_timeout)
262                 self.havocbot_role_timeout = time + random() * 10 + 20;
263
264         // Count how many players on team are unfrozen.
265         unfrozen = 0;
266         FOR_EACH_PLAYER(head)
267         {
268                 if ((head.team == self.team) && (!head.freezetag_frozen))
269                         unfrozen++;
270         }
271
272         // If only one left on team or if role has timed out then start trying to free players.
273         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
274         {
275                 dprint("changing role to freeing\n");
276                 self.havocbot_role = havocbot_role_ft_freeing;
277                 self.havocbot_role_timeout = 0;
278                 return;
279         }
280
281         if (time > self.bot_strategytime)
282         {
283                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
284
285                 navigation_goalrating_start();
286                 havocbot_goalrating_items(10000, self.origin, 10000);
287                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
288                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
289                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
290                 navigation_goalrating_end();
291         }
292 }
293
294 void havocbot_role_ft_freeing()
295 {
296         if(self.deadflag != DEAD_NO)
297                 return;
298
299         if (!self.havocbot_role_timeout)
300                 self.havocbot_role_timeout = time + random() * 10 + 20;
301
302         if (time > self.havocbot_role_timeout)
303         {
304                 dprint("changing role to offense\n");
305                 self.havocbot_role = havocbot_role_ft_offense;
306                 self.havocbot_role_timeout = 0;
307                 return;
308         }
309
310         if (time > self.bot_strategytime)
311         {
312                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
313
314                 navigation_goalrating_start();
315                 havocbot_goalrating_items(8000, self.origin, 10000);
316                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
317                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
318                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
319                 navigation_goalrating_end();
320         }
321 }
322
323
324 // ==============
325 // Hook Functions
326 // ==============
327
328 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
329 {
330         self.health = 0; // neccessary to update correctly alive stats
331         freezetag_Unfreeze(world);
332         freezetag_count_alive_players();
333         return 1;
334 }
335
336 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
337 {
338         if(round_handler_IsActive())
339         if(round_handler_CountdownRunning())
340         {
341                 if(self.freezetag_frozen)
342                         freezetag_Unfreeze(world);
343                 freezetag_count_alive_players();
344                 return 1; // let the player die so that he can respawn whenever he wants
345         }
346
347         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
348         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
349         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
350                 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
351         {
352                 // let the player die, he will be automatically frozen when he respawns
353                 if(!self.freezetag_frozen)
354                 {
355                         freezetag_Add_Score(frag_attacker);
356                         freezetag_count_alive_players();
357                 }
358                 else
359                         freezetag_Unfreeze(world); // remove ice
360                 self.freezetag_frozen_timeout = -2; // freeze on respawn
361                 return 1;
362         }
363
364         if(self.freezetag_frozen)
365                 return 1;
366
367         freezetag_Freeze(frag_attacker);
368
369         if(frag_attacker == frag_target || frag_attacker == world)
370         {
371                 if(frag_target.classname == STR_PLAYER)
372                         centerprint(frag_target, "^1You froze yourself.\n");
373                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
374         }
375         else
376         {
377                 if(frag_target.classname == STR_PLAYER)
378                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
379                 if(frag_attacker.classname == STR_PLAYER)
380                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
381                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
382         }
383
384         frag_target.health = 1; // "respawn" the player :P
385
386         return 1;
387 }
388
389 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
390 {
391         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
392                 return 1; // do nothing, round is starting right now
393
394         if(self.freezetag_frozen_timeout == -2) // player was dead
395         {
396                 freezetag_Freeze(world);
397                 return 1;
398         }
399
400         freezetag_count_alive_players();
401
402         if(round_handler_IsActive())
403         if(round_handler_IsRoundStarted())
404         {
405                 centerprint(self, "^1Round already started, you spawn as frozen.");
406                 freezetag_Freeze(world);
407         }
408
409         return 1;
410 }
411
412 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
413 {
414         FOR_EACH_PLAYER(self)
415         {
416                 if (self.freezetag_frozen)
417                         freezetag_Unfreeze(world);
418                 self.freezetag_frozen_timeout = -1;
419                 PutClientInServer();
420                 self.freezetag_frozen_timeout = 0;
421         }
422         freezetag_count_alive_players();
423         return 1;
424 }
425
426 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
427 {
428         frag_score = 0; // no frags counted in Freeze Tag
429         return 1;
430 }
431
432 .float reviving; // temp var
433 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
434 {
435         float n;
436
437         if(gameover)
438                 return 1;
439
440         if(self.freezetag_frozen)
441         {
442                 // keep health = 1
443                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
444         }
445
446         if(round_handler_IsActive())
447         if(!round_handler_IsRoundStarted())
448                 return 1;
449
450         entity o;
451         o = world;
452         if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
453                 self.freezetag_ice.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
454
455         if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
456                 n = -1;
457         else
458         {
459                 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
460                 n = 0;
461                 FOR_EACH_PLAYER(other) if(self != other)
462                 {
463                         if(other.freezetag_frozen == 0)
464                         {
465                                 if(other.team == self.team)
466                                 {
467                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
468                                         {
469                                                 if(!o)
470                                                         o = other;
471                                                 if(self.freezetag_frozen)
472                                                         other.reviving = TRUE;
473                                                 ++n;
474                                         }
475                                 }
476                         }
477                 }
478         }
479
480         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
481         {
482                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
483                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
484
485                 if(self.freezetag_revive_progress >= 1)
486                 {
487                         freezetag_Unfreeze(self);
488                         freezetag_count_alive_players();
489
490                         if(n == -1)
491                         {
492                                 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
493                                 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
494                                 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
495                                 return 1;
496                         }
497
498                         // EVERY team mate nearby gets a point (even if multiple!)
499                         FOR_EACH_PLAYER(other)
500                         {
501                                 if(other.reviving)
502                                 {
503                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
504                                         PlayerScore_Add(other, SP_SCORE, +1);
505                                 }
506                         }
507
508                         if(n > 1)
509                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
510                         else
511                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
512                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
513                         if(n > 1)
514                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
515                         else
516                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
517                 }
518
519                 FOR_EACH_PLAYER(other)
520                 {
521                         if(other.reviving)
522                         {
523                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
524                                 other.reviving = FALSE;
525                         }
526                 }
527         }
528         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
529         {
530                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
531                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
532         }
533         else if(!n)
534         {
535                 self.freezetag_revive_progress = 0; // thawing nobody
536         }
537
538         return 1;
539 }
540
541 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
542 {
543         if(self.freezetag_frozen)
544         {
545                 self.movement = '0 0 0';
546                 self.disableclientprediction = 1;
547         }
548         return 1;
549 }
550
551 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
552 {
553         if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
554         {
555                 frag_damage = 0;
556                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
557         }
558         return 1;
559 }
560
561 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
562 {
563         if (self.freezetag_frozen)
564                 return 1;
565         return 0;
566 }
567
568 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
569 {
570         if not(self.deadflag)
571         {
572                 if (random() < 0.5)
573                         self.havocbot_role = havocbot_role_ft_freeing;
574                 else
575                         self.havocbot_role = havocbot_role_ft_offense;
576         }
577
578         return TRUE;
579 }
580
581 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
582 {
583         self.freezetag_frozen = other.freezetag_frozen;
584         self.freezetag_revive_progress = other.freezetag_revive_progress;
585         return 0;
586 }
587
588 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
589 {
590         freezetag_teams = autocvar_g_freezetag_teams_override;
591         if(freezetag_teams < 2)
592                 freezetag_teams = autocvar_g_freezetag_teams;
593         freezetag_teams = bound(2, freezetag_teams, 4);
594         ret_float = freezetag_teams;
595         return 0;
596 }
597
598 void freezetag_Initialize()
599 {
600         precache_model("models/ice/ice.md3");
601         ScoreRules_freezetag();
602
603         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
604         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
605
606         addstat(STAT_REDALIVE, AS_INT, redalive_stat);
607         addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
608         addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
609         addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
610
611         addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
612         addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
613 }
614
615 MUTATOR_DEFINITION(gamemode_freezetag)
616 {
617         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
618         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
619         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
620         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
621         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
622         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
623         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
624         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
625         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
626         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
627         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
628         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
629         MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
630
631         MUTATOR_ONADD
632         {
633                 if(time > 1) // game loads at time 1
634                         error("This is a game type and it cannot be added at runtime.");
635                 freezetag_Initialize();
636         }
637
638         MUTATOR_ONROLLBACK_OR_REMOVE
639         {
640                 // we actually cannot roll back freezetag_Initialize here
641                 // BUT: we don't need to! If this gets called, adding always
642                 // succeeds.
643         }
644
645         MUTATOR_ONREMOVE
646         {
647                 print("This is a game type and it cannot be removed at runtime.");
648                 return -1;
649         }
650
651         return 0;
652 }