]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc
Merge branch 'terencehill/freezetag_updates' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / freezetag / sv_freezetag.qc
index d0d61cb2bd4337596ce944aa6f1022392c6c6f20..11ddede9bae54f00de654056800560297f784b34 100644 (file)
@@ -384,10 +384,18 @@ MUTATOR_HOOKFUNCTION(ft, PlayerDies)
                        freezetag_Add_Score(frag_target, frag_attacker);
                        freezetag_count_alive_players();
                        freezetag_LastPlayerForTeam_Notify(frag_target);
+                       frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
                }
                else
+               {
+                       float t = frag_target.freezetag_frozen_timeout;
+                       float t2 = frag_target.freezetag_frozen_time;
                        Unfreeze(frag_target, false); // remove ice
-               frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
+                       // keep timeout value so it can be restored when player will be refrozen on respawn
+                       // NOTE this can't be exactly -2 since game starts from time 2
+                       frag_target.freezetag_frozen_timeout = -t;
+                       frag_target.freezetag_frozen_time = t2;
+               }
                return true;
        }
 
@@ -418,9 +426,16 @@ MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
        if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
                return true; // do nothing, round is starting right now
 
-       if(player.freezetag_frozen_timeout == -2) // player was dead
+       if(player.freezetag_frozen_timeout <= -2) // player was dead
        {
+               float t = player.freezetag_frozen_timeout;
+               float t2 = player.freezetag_frozen_time;
                freezetag_Freeze(player, NULL);
+               if (t < -2)
+               {
+                       player.freezetag_frozen_timeout = -t;
+                       player.freezetag_frozen_time = t2;
+               }
                return true;
        }
 
@@ -478,7 +493,20 @@ MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
                        && frag_target.freezetag_frozen_timeout > time)
                {
                        if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
-                               t = vlen(frag_force) * autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+                       {
+                               float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
+                               t = vlen(frag_force);
+                               // limit hit force considered at once, e.g when you have the Strength
+                               // powerup but also with weapons that fire multiple projectiles at once (crylink)
+                               if (frag_target.freezetag_frozen_force + t > maxforce)
+                               {
+                                       t = max(0, maxforce - frag_target.freezetag_frozen_force);
+                                       frag_target.freezetag_frozen_force = maxforce;
+                               }
+                               else
+                                       frag_target.freezetag_frozen_force += t;
+                               t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+                       }
                        frag_target.freezetag_frozen_timeout -= t;
                        if (frag_target.freezetag_frozen_timeout < time)
                                frag_target.freezetag_frozen_timeout = time;
@@ -508,6 +536,8 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
        //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
                //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
 
+       player.freezetag_frozen_force = 0;
+
        if (!(frametime && IS_PLAYER(player)))
                return true;
 
@@ -571,22 +601,39 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
        if (!n) // no teammate nearby
        {
                float clearspeed = autocvar_g_freezetag_revive_clearspeed;
-               if (autocvar_g_freezetag_revive_time_to_score > 0)
-                       clearspeed = 0; // prevent stacking points by entering and exiting the revival zone many times
                if (STAT(FROZEN, player) == FROZEN_NORMAL)
-                       STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
+               {
+                       if (autocvar_g_freezetag_revive_time_to_score > 0)
+                       {
+                               if (STAT(REVIVE_PROGRESS, player) > base_progress)
+                               {
+                                       // reduce auto-revival time based on manual revival progress
+                                       base_progress = STAT(REVIVE_PROGRESS, player);
+                                       player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
+                               }
+                               // don't clear revive progress, it would allow stacking points
+                               // by entering and exiting the revival zone many times
+                               STAT(REVIVE_PROGRESS, player) = base_progress;
+                       }
+                       else
+                               STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
+               }
                else if (!STAT(FROZEN, player) && !player_is_reviving)
                        STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
        }
        else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
        {
-               STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed * (1 - base_progress)), 1);
+               float spd = autocvar_g_freezetag_revive_speed_t2s;
+               if (autocvar_g_freezetag_revive_time_to_score <= 0)
+                       spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
+               STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
 
                if(STAT(REVIVE_PROGRESS, player) >= 1)
                {
                        float frozen_time = time - player.freezetag_frozen_time;
                        Unfreeze(player, false);
                        SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
+                       player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
                        freezetag_count_alive_players();
 
                        if(n == -1)
@@ -602,7 +649,8 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
                        for(entity it = revivers_first; it; it = it.chain)
                        {
                                GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
-                               GameRules_scoring_add(it, SCORE, +1);
+                               if (autocvar_g_freezetag_revive_time_to_score <= 0)
+                                       GameRules_scoring_add(it, SCORE, +1);
                                nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
                        }