#pragma once #include #if defined(CSQC) #include #endif #ifdef CSQC void HUD_Mod_FreezeTag(vector myPos, vector mySize); void HUD_Mod_FreezeTag_Export(int fh); #endif CLASS(FreezeTag, Gametype) INIT(FreezeTag) { this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6",_("Kill enemies to freeze them, stand next to frozen teammates to revive them; freeze all enemies to win")); } METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v)) { if (!k) { cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams")); return true; } switch (k) { case "teams": cvar_set("g_freezetag_teams", v); return true; } return false; } METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { if(spawnpoints >= 8 && diameter > 3250) return true; return false; } METHOD(FreezeTag, m_setTeams, void(string sa)) { cvar_set("g_freezetag_teams", sa); } METHOD(FreezeTag, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Round limit:"), 5, 100, 5, "fraglimit_override", "g_freezetag_teams_override", _("The amount of rounds won needed before the match will end")); } #ifdef CSQC ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_FreezeTag); ATTRIB(FreezeTag, m_modicons_export, void(int fh), HUD_Mod_FreezeTag_Export); #endif ATTRIB(FreezeTag, m_legacydefaults, string, "10 20 0"); ENDCLASS(FreezeTag) REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag)); #define g_freezetag IS_GAMETYPE(FREEZETAG)