Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
FOR_EACH_PLAYER(e)
+ {
e.freezetag_frozen_timeout = 0;
+ e.freezetag_revive_progress = 0;
+ }
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
return 1;
}
}
FOR_EACH_PLAYER(e)
+ {
e.freezetag_frozen_timeout = 0;
+ e.freezetag_revive_progress = 0;
+ }
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
return 1;
}
{
FOR_EACH_PLAYER(self)
{
+ self.killcount = 0;
if (self.freezetag_frozen)
freezetag_Unfreeze(world);
self.freezetag_frozen_timeout = -1;
if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
{
self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
+ if(warmup_stage)
+ self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
+ else
+ self.health = max(1, self.freezetag_revive_progress * start_health);
if(self.freezetag_revive_progress >= 1)
{
else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
{
self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
- self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
+ if(warmup_stage)
+ self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
+ else
+ self.health = max(1, self.freezetag_revive_progress * start_health);
}
else if(!n)
{
MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
{
- freezetag_teams = autocvar_g_freezetag_teams_override;
- if(freezetag_teams < 2)
- freezetag_teams = autocvar_g_freezetag_teams;
- freezetag_teams = bound(2, freezetag_teams, 4);
ret_float = freezetag_teams;
return 0;
}
void freezetag_Initialize()
{
precache_model("models/ice/ice.md3");
- ScoreRules_freezetag();
+
+ freezetag_teams = autocvar_g_freezetag_teams_override;
+ if(freezetag_teams < 2)
+ freezetag_teams = autocvar_g_freezetag_teams;
+ freezetag_teams = bound(2, freezetag_teams, 4);
+ ScoreRules_freezetag(freezetag_teams);
round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);