#pragma once #include "../gamemode.qh" int autocvar_g_freezetag_point_limit; int autocvar_g_freezetag_point_leadlimit; bool autocvar_g_freezetag_team_spawns; void freezetag_Initialize(); REGISTER_MUTATOR(ft, false) { MUTATOR_ONADD { if (time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); freezetag_Initialize(); ActivateTeamplay(); SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, autocvar_timelimit_override, -1); if (autocvar_g_freezetag_team_spawns) have_team_spawns = -1; // request team spawns } MUTATOR_ONROLLBACK_OR_REMOVE { // we actually cannot roll back freezetag_Initialize here // BUT: we don't need to! If this gets called, adding always // succeeds. } MUTATOR_ONREMOVE { LOG_INFO("This is a game type and it cannot be removed at runtime."); return -1; } return 0; } .float freezetag_frozen_time; .float freezetag_frozen_timeout; const float ICE_MAX_ALPHA = 1; const float ICE_MIN_ALPHA = 0.1; float freezetag_teams; .float reviving; // temp var float autocvar_g_freezetag_revive_extra_size; float autocvar_g_freezetag_revive_speed; bool autocvar_g_freezetag_revive_nade; float autocvar_g_freezetag_revive_nade_health;