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1 #include "gamemode_freezetag.qh"
2 #ifndef GAMEMODE_FREEZETAG_H
3 #define GAMEMODE_FREEZETAG_H
4
5 int autocvar_g_freezetag_point_limit;
6 int autocvar_g_freezetag_point_leadlimit;
7 bool autocvar_g_freezetag_team_spawns;
8 void freezetag_Initialize();
9
10 REGISTER_MUTATOR(ft, false)
11 {
12         MUTATOR_ONADD
13         {
14                 if (time > 1) // game loads at time 1
15                         error("This is a game type and it cannot be added at runtime.");
16                 freezetag_Initialize();
17
18                 ActivateTeamplay();
19                 SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, -1, -1);
20
21                 if (autocvar_g_freezetag_team_spawns)
22                         have_team_spawns = -1; // request team spawns
23         }
24
25         MUTATOR_ONROLLBACK_OR_REMOVE
26         {
27                 // we actually cannot roll back freezetag_Initialize here
28                 // BUT: we don't need to! If this gets called, adding always
29                 // succeeds.
30         }
31
32         MUTATOR_ONREMOVE
33         {
34                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
35                 return -1;
36         }
37
38         return 0;
39 }
40
41 .float freezetag_frozen_time;
42 .float freezetag_frozen_timeout;
43 const float ICE_MAX_ALPHA = 1;
44 const float ICE_MIN_ALPHA = 0.1;
45 float freezetag_teams;
46
47 .float reviving; // temp var
48
49 float autocvar_g_freezetag_revive_extra_size;
50 float autocvar_g_freezetag_revive_speed;
51 bool autocvar_g_freezetag_revive_nade;
52 float autocvar_g_freezetag_revive_nade_health;
53
54 #endif
55 #ifdef IMPLEMENTATION
56
57 float autocvar_g_freezetag_frozen_maxtime;
58 float autocvar_g_freezetag_revive_clearspeed;
59 float autocvar_g_freezetag_round_timelimit;
60 int autocvar_g_freezetag_teams;
61 int autocvar_g_freezetag_teams_override;
62 float autocvar_g_freezetag_warmup;
63
64 const float SP_FREEZETAG_REVIVALS = 4;
65 void freezetag_ScoreRules(float teams)
66 {
67         ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true); // SFL_SORT_PRIO_PRIMARY
68         ScoreInfo_SetLabel_PlayerScore(SP_FREEZETAG_REVIVALS, "revivals", 0);
69         ScoreRules_basics_end();
70 }
71
72 void freezetag_count_alive_players()
73 {
74         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
75         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
76                 switch(it.team)
77                 {
78                         case NUM_TEAM_1: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++redalive; break;
79                         case NUM_TEAM_2: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++bluealive; break;
80                         case NUM_TEAM_3: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++yellowalive; break;
81                         case NUM_TEAM_4: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++pinkalive; break;
82                 }
83         ));
84         FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
85                 it.redalive_stat = redalive;
86                 it.bluealive_stat = bluealive;
87                 it.yellowalive_stat = yellowalive;
88                 it.pinkalive_stat = pinkalive;
89         ));
90
91         eliminatedPlayers.SendFlags |= 1;
92 }
93 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
94 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
95
96 float freezetag_CheckTeams()
97 {
98         static float prev_missing_teams_mask;
99         if(FREEZETAG_ALIVE_TEAMS_OK())
100         {
101                 if(prev_missing_teams_mask > 0)
102                         Kill_Notification(NOTIF_ALL, world, MSG_CENTER, CPID_MISSING_TEAMS);
103                 prev_missing_teams_mask = -1;
104                 return 1;
105         }
106         if(total_players == 0)
107         {
108                 if(prev_missing_teams_mask > 0)
109                         Kill_Notification(NOTIF_ALL, world, MSG_CENTER, CPID_MISSING_TEAMS);
110                 prev_missing_teams_mask = -1;
111                 return 0;
112         }
113         float missing_teams_mask = (!redalive) + (!bluealive) * 2;
114         if(freezetag_teams >= 3) missing_teams_mask += (!yellowalive) * 4;
115         if(freezetag_teams >= 4) missing_teams_mask += (!pinkalive) * 8;
116         if(prev_missing_teams_mask != missing_teams_mask)
117         {
118                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
119                 prev_missing_teams_mask = missing_teams_mask;
120         }
121         return 0;
122 }
123
124 float freezetag_getWinnerTeam()
125 {
126         float winner_team = 0;
127         if(redalive >= 1)
128                 winner_team = NUM_TEAM_1;
129         if(bluealive >= 1)
130         {
131                 if(winner_team) return 0;
132                 winner_team = NUM_TEAM_2;
133         }
134         if(yellowalive >= 1)
135         {
136                 if(winner_team) return 0;
137                 winner_team = NUM_TEAM_3;
138         }
139         if(pinkalive >= 1)
140         {
141                 if(winner_team) return 0;
142                 winner_team = NUM_TEAM_4;
143         }
144         if(winner_team)
145                 return winner_team;
146         return -1; // no player left
147 }
148
149 float freezetag_CheckWinner()
150 {
151         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
152         {
153                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
154                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
155                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
156                         it.freezetag_frozen_timeout = 0;
157                         nades_Clear(it);
158                 ));
159                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
160                 return 1;
161         }
162
163         if(FREEZETAG_ALIVE_TEAMS() > 1)
164                 return 0;
165
166         int winner_team = freezetag_getWinnerTeam();
167         if(winner_team > 0)
168         {
169                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
170                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
171                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
172         }
173         else if(winner_team == -1)
174         {
175                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
176                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
177         }
178
179         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
180                 it.freezetag_frozen_timeout = 0;
181                 nades_Clear(it);
182         ));
183         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
184         return 1;
185 }
186
187 entity freezetag_LastPlayerForTeam()
188 {SELFPARAM();
189         entity last_pl = world;
190         FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(
191                 if(it.health >= 1)
192                 if(!STAT(FROZEN, it))
193                 if(SAME_TEAM(it, self))
194                 if(!last_pl)
195                         last_pl = it;
196                 else
197                         return world;
198         ));
199         return last_pl;
200 }
201
202 void freezetag_LastPlayerForTeam_Notify()
203 {
204         if(round_handler_IsActive())
205         if(round_handler_IsRoundStarted())
206         {
207                 entity pl = freezetag_LastPlayerForTeam();
208                 if(pl)
209                         Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
210         }
211 }
212
213 void freezetag_Add_Score(entity attacker)
214 {SELFPARAM();
215         if(attacker == self)
216         {
217                 // you froze your own dumb self
218                 // counted as "suicide" already
219                 PlayerScore_Add(self, SP_SCORE, -1);
220         }
221         else if(IS_PLAYER(attacker))
222         {
223                 // got frozen by an enemy
224                 // counted as "kill" and "death" already
225                 PlayerScore_Add(self, SP_SCORE, -1);
226                 PlayerScore_Add(attacker, SP_SCORE, +1);
227         }
228         // else nothing - got frozen by the game type rules themselves
229 }
230
231 void freezetag_Freeze(entity attacker)
232 {SELFPARAM();
233         if(STAT(FROZEN, self))
234                 return;
235
236         if(autocvar_g_freezetag_frozen_maxtime > 0)
237                 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
238
239         Freeze(self, 0, 1, true);
240
241         freezetag_count_alive_players();
242
243         freezetag_Add_Score(attacker);
244 }
245
246 void freezetag_Unfreeze(entity attacker)
247 {SELFPARAM();
248         self.freezetag_frozen_time = 0;
249         self.freezetag_frozen_timeout = 0;
250
251         Unfreeze(self);
252 }
253
254 float freezetag_isEliminated(entity e)
255 {
256         if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
257                 return true;
258         return false;
259 }
260
261
262 // ================
263 // Bot player logic
264 // ================
265
266 void() havocbot_role_ft_freeing;
267 void() havocbot_role_ft_offense;
268
269 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
270 {SELFPARAM();
271         float distance;
272
273         FOREACH_CLIENT(IS_PLAYER(it) && it != self && SAME_TEAM(it, self), LAMBDA(
274                 if (STAT(FROZEN, it) == 1)
275                 {
276                         distance = vlen(it.origin - org);
277                         if (distance > sradius)
278                                 continue;
279                         navigation_routerating(it, ratingscale, 2000);
280                 }
281                 else
282                 {
283                         // If teamate is not frozen still seek them out as fight better
284                         // in a group.
285                         navigation_routerating(it, ratingscale/3, 2000);
286                 }
287         ));
288 }
289
290 void havocbot_role_ft_offense()
291 {SELFPARAM();
292         if(IS_DEAD(self))
293                 return;
294
295         if (!self.havocbot_role_timeout)
296                 self.havocbot_role_timeout = time + random() * 10 + 20;
297
298         // Count how many players on team are unfrozen.
299         int unfrozen = 0;
300         FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, self) && !(STAT(FROZEN, it) != 1), LAMBDA(unfrozen++));
301
302         // If only one left on team or if role has timed out then start trying to free players.
303         if (((unfrozen == 0) && (!STAT(FROZEN, self))) || (time > self.havocbot_role_timeout))
304         {
305                 LOG_TRACE("changing role to freeing\n");
306                 self.havocbot_role = havocbot_role_ft_freeing;
307                 self.havocbot_role_timeout = 0;
308                 return;
309         }
310
311         if (time > self.bot_strategytime)
312         {
313                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
314
315                 navigation_goalrating_start();
316                 havocbot_goalrating_items(10000, self.origin, 10000);
317                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
318                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
319                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
320                 navigation_goalrating_end();
321         }
322 }
323
324 void havocbot_role_ft_freeing()
325 {SELFPARAM();
326         if(IS_DEAD(self))
327                 return;
328
329         if (!self.havocbot_role_timeout)
330                 self.havocbot_role_timeout = time + random() * 10 + 20;
331
332         if (time > self.havocbot_role_timeout)
333         {
334                 LOG_TRACE("changing role to offense\n");
335                 self.havocbot_role = havocbot_role_ft_offense;
336                 self.havocbot_role_timeout = 0;
337                 return;
338         }
339
340         if (time > self.bot_strategytime)
341         {
342                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
343
344                 navigation_goalrating_start();
345                 havocbot_goalrating_items(8000, self.origin, 10000);
346                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
347                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
348                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
349                 navigation_goalrating_end();
350         }
351 }
352
353
354 // ==============
355 // Hook Functions
356 // ==============
357
358 void ft_RemovePlayer()
359 {SELFPARAM();
360         self.health = 0; // neccessary to update correctly alive stats
361         if(!STAT(FROZEN, self))
362                 freezetag_LastPlayerForTeam_Notify();
363         freezetag_Unfreeze(world);
364         freezetag_count_alive_players();
365 }
366
367 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
368 {SELFPARAM();
369         ft_RemovePlayer();
370         return 1;
371 }
372
373 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
374 {SELFPARAM();
375         ft_RemovePlayer();
376         return false;
377 }
378
379 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
380 {
381     SELFPARAM();
382         if(round_handler_IsActive())
383         if(round_handler_CountdownRunning())
384         {
385                 if(STAT(FROZEN, frag_target))
386                         WITH(entity, self, frag_target, freezetag_Unfreeze(world));
387                 freezetag_count_alive_players();
388                 return 1; // let the player die so that he can respawn whenever he wants
389         }
390
391         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
392         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
393         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
394                 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
395         {
396                 // let the player die, he will be automatically frozen when he respawns
397                 if(STAT(FROZEN, frag_target) != 1)
398                 {
399                         freezetag_Add_Score(frag_attacker);
400                         freezetag_count_alive_players();
401                         freezetag_LastPlayerForTeam_Notify();
402                 }
403                 else
404                         WITH(entity, self, frag_target, freezetag_Unfreeze(world)); // remove ice
405                 frag_target.health = 0; // Unfreeze resets health
406                 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
407                 return 1;
408         }
409
410         if(STAT(FROZEN, frag_target))
411                 return 1;
412
413         WITH(entity, self, frag_target, freezetag_Freeze(frag_attacker));
414         freezetag_LastPlayerForTeam_Notify();
415
416         if(frag_attacker == frag_target || frag_attacker == world)
417         {
418                 if(IS_PLAYER(frag_target))
419                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
420                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
421         }
422         else
423         {
424                 if(IS_PLAYER(frag_target))
425                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
426                 if(IS_PLAYER(frag_attacker))
427                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
428                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
429         }
430
431         return 1;
432 }
433
434 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
435 {SELFPARAM();
436         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
437                 return 1; // do nothing, round is starting right now
438
439         if(self.freezetag_frozen_timeout == -2) // player was dead
440         {
441                 freezetag_Freeze(world);
442                 return 1;
443         }
444
445         freezetag_count_alive_players();
446
447         if(round_handler_IsActive())
448         if(round_handler_IsRoundStarted())
449         {
450                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
451                 freezetag_Freeze(world);
452         }
453
454         return 1;
455 }
456
457 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
458 {SELFPARAM();
459         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
460                 it.killcount = 0;
461                 it.freezetag_frozen_timeout = -1;
462                 setself(it);
463                 PutClientInServer();
464                 it.freezetag_frozen_timeout = 0;
465         ));
466         freezetag_count_alive_players();
467         return 1;
468 }
469
470 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
471 {
472         frag_score = 0; // no frags counted in Freeze Tag
473         return 1;
474 }
475
476 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
477 {SELFPARAM();
478         if(gameover)
479                 return 1;
480
481         if(STAT(FROZEN, self) == 1)
482         {
483                 // keep health = 1
484                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
485         }
486
487         if(round_handler_IsActive())
488         if(!round_handler_IsRoundStarted())
489                 return 1;
490
491         int n;
492
493         entity o;
494         o = world;
495         //if(STAT(FROZEN, self))
496         //if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
497                 //self.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
498
499         if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
500                 n = -1;
501         else
502         {
503                 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
504                 n = 0;
505                 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(
506                         if(STAT(FROZEN, it) == 0)
507                         if(!IS_DEAD(it))
508                         if(SAME_TEAM(it, self))
509                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, it.absmin, it.absmax))
510                         {
511                                 if(!o)
512                                         o = it;
513                                 if(STAT(FROZEN, self) == 1)
514                                         it.reviving = true;
515                                 ++n;
516                         }
517                 ));
518
519         }
520
521         if(n && STAT(FROZEN, self) == 1) // OK, there is at least one teammate reviving us
522         {
523                 self.revive_progress = bound(0, self.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
524                 self.health = max(1, self.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
525
526                 if(self.revive_progress >= 1)
527                 {
528                         freezetag_Unfreeze(self);
529                         freezetag_count_alive_players();
530
531                         if(n == -1)
532                         {
533                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
534                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
535                                 return 1;
536                         }
537
538                         // EVERY team mate nearby gets a point (even if multiple!)
539                         FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
540                                 PlayerScore_Add(it, SP_FREEZETAG_REVIVALS, +1);
541                                 PlayerScore_Add(it, SP_SCORE, +1);
542                                 nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
543                         ));
544
545                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
546                         Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
547                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
548                 }
549
550                 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
551                         it.revive_progress = self.revive_progress;
552                         it.reviving = false;
553                 ));
554         }
555         else if(!n && STAT(FROZEN, self) == 1) // only if no teammate is nearby will we reset
556         {
557                 self.revive_progress = bound(0, self.revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
558                 self.health = max(1, self.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
559         }
560         else if(!n && !STAT(FROZEN, self))
561         {
562                 self.revive_progress = 0; // thawing nobody
563         }
564
565         return 1;
566 }
567
568 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
569 {
570         start_items &= ~IT_UNLIMITED_AMMO;
571         //start_health       = warmup_start_health       = cvar("g_lms_start_health");
572         //start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
573         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
574         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
575         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
576         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
577         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
578         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
579
580         return 0;
581 }
582
583 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
584 {SELFPARAM();
585         if (!IS_DEAD(self))
586         {
587                 if (random() < 0.5)
588                         self.havocbot_role = havocbot_role_ft_freeing;
589                 else
590                         self.havocbot_role = havocbot_role_ft_offense;
591         }
592
593         return true;
594 }
595
596 MUTATOR_HOOKFUNCTION(ft, GetTeamCount, CBC_ORDER_EXCLUSIVE)
597 {
598         ret_float = freezetag_teams;
599         return false;
600 }
601
602 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
603 {
604         // most weapons arena
605         if(ret_string == "0" || ret_string == "")
606                 ret_string = "most";
607         return false;
608 }
609
610 void freezetag_Initialize()
611 {
612         freezetag_teams = autocvar_g_freezetag_teams_override;
613         if(freezetag_teams < 2)
614                 freezetag_teams = autocvar_g_freezetag_teams;
615         freezetag_teams = bound(2, freezetag_teams, 4);
616         freezetag_ScoreRules(freezetag_teams);
617
618         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
619         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
620
621         EliminatedPlayers_Init(freezetag_isEliminated);
622 }
623
624 #endif