-#ifndef GAMEMODE_FREEZETAG_H
-#define GAMEMODE_FREEZETAG_H
-
-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, -1, -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;
-
-#endif
-#ifdef IMPLEMENTATION