#pragma once
-#ifdef SVQC
-#include <common/mutators/base.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_STATIC();
- MUTATOR_ONADD
- {
- GameRules_teams(true);
- GameRules_spawning_teams(autocvar_g_freezetag_team_spawns);
- GameRules_limit_score(autocvar_g_freezetag_point_limit);
- GameRules_limit_lead(autocvar_g_freezetag_point_leadlimit);
-
- freezetag_Initialize();
- }
- 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
+#include <common/mapinfo.qh>
+#if defined(CSQC)
+ #include <common/gamemodes/gamemode/clanarena/cl_clanarena.qh>
+#endif
-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;
+#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 > 4096)
+ 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, _("Frag limit:"), 5, 100, 5, "fraglimit_override", "g_freezetag_teams_override", _("The amount of frags 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)