1 #include "sv_freezetag.qh"
3 #include <common/resources/sv_resources.qh>
4 #include <server/elimination.qh>
6 float autocvar_g_freezetag_frozen_maxtime;
7 float autocvar_g_freezetag_revive_clearspeed;
8 float autocvar_g_freezetag_round_timelimit;
9 //int autocvar_g_freezetag_teams;
10 int autocvar_g_freezetag_teams_override;
11 float autocvar_g_freezetag_warmup;
13 float autocvar_g_ft_start_health = 100;
14 float autocvar_g_ft_start_armor = 100;
15 float autocvar_g_ft_start_ammo_shells = 60;
16 float autocvar_g_ft_start_ammo_nails = 320;
17 float autocvar_g_ft_start_ammo_rockets = 160;
18 float autocvar_g_ft_start_ammo_cells = 180;
19 float autocvar_g_ft_start_ammo_plasma = 180;
20 float autocvar_g_ft_start_ammo_fuel = 0;
22 void freezetag_count_alive_players()
25 for (int i = 1; i <= NUM_TEAMS; ++i)
27 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
29 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
32 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
36 entity team_ = Entity_GetTeam(it);
37 int num_alive = Team_GetNumberOfAlivePlayers(team_);
39 Team_SetNumberOfAlivePlayers(team_, num_alive);
41 FOREACH_CLIENT(IS_REAL_CLIENT(it),
43 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1));
44 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
45 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
46 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
49 eliminatedPlayers.SendFlags |= 1;
52 bool freezetag_CheckTeams()
54 static float prev_missing_teams_mask;
55 if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
57 if(prev_missing_teams_mask > 0)
58 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
59 prev_missing_teams_mask = -1;
62 if(total_players == 0)
64 if(prev_missing_teams_mask > 0)
65 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
66 prev_missing_teams_mask = -1;
69 int missing_teams_mask = 0;
70 for (int i = 1; i <= NUM_TEAMS; ++i)
72 if ((freezetag_teams & Team_IndexToBit(i)) &&
73 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
75 missing_teams_mask |= Team_IndexToBit(i);
78 if(prev_missing_teams_mask != missing_teams_mask)
80 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
81 prev_missing_teams_mask = missing_teams_mask;
86 void nades_Clear(entity);
87 void nades_GiveBonus(entity player, float score);
89 bool freezetag_CheckWinner()
91 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
93 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
94 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
95 FOREACH_CLIENT(IS_PLAYER(it), {
96 it.freezetag_frozen_timeout = 0;
97 it.freezetag_revive_time = 0;
101 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
105 int winner_team = Team_GetWinnerAliveTeam();
111 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
112 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
113 TeamScore_AddToTeam(winner_team, ST_FT_ROUNDS, +1);
115 else if(winner_team == -1)
117 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
118 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
121 FOREACH_CLIENT(IS_PLAYER(it), {
122 it.freezetag_frozen_timeout = 0;
123 it.freezetag_revive_time = 0;
128 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
132 entity freezetag_LastPlayerForTeam(entity this)
134 entity last_pl = NULL;
135 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
136 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
147 void freezetag_LastPlayerForTeam_Notify(entity this)
149 if(round_handler_IsActive())
150 if(round_handler_IsRoundStarted())
152 entity pl = freezetag_LastPlayerForTeam(this);
154 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
158 void freezetag_Add_Score(entity targ, entity attacker)
162 // you froze your own dumb self
163 // counted as "suicide" already
164 GameRules_scoring_add(targ, SCORE, -1);
166 else if(IS_PLAYER(attacker))
168 // got frozen by an enemy
169 // counted as "kill" and "death" already
170 if(SAME_TEAM(attacker, targ))
171 GameRules_scoring_add(attacker, SCORE, -1);
173 GameRules_scoring_add(attacker, SCORE, +1);
174 GameRules_scoring_add(targ, SCORE, -1);
176 // else nothing - got frozen by the game type rules themselves
179 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
180 void freezetag_Freeze(entity targ, entity attacker)
182 if(STAT(FROZEN, targ))
185 targ.freezetag_frozen_time = time;
186 if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
187 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
189 Freeze(targ, 0, FROZEN_NORMAL, true);
191 freezetag_count_alive_players();
193 freezetag_Add_Score(targ, attacker);
196 bool freezetag_isEliminated(entity e)
198 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
208 void(entity this) havocbot_role_ft_freeing;
209 void(entity this) havocbot_role_ft_offense;
211 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
213 entity best_pl = NULL;
214 float best_dist2 = FLOAT_MAX;
215 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
216 if (STAT(FROZEN, it) == FROZEN_NORMAL)
218 if(vdist(it.origin - org, >, sradius))
220 navigation_routerating(this, it, ratingscale, 2000);
223 && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
224 && vlen2(it.origin - org) < best_dist2)
226 // If teamate is not frozen still seek them out as fight better
228 best_dist2 = vlen2(it.origin - org);
229 if (best_dist2 < 700 ** 2)
232 best_dist2 = 0; // already close to a teammate
239 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
242 void havocbot_role_ft_offense(entity this)
247 if (!this.havocbot_role_timeout)
248 this.havocbot_role_timeout = time + random() * 10 + 20;
250 // Count how many players on team are unfrozen.
252 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
256 // If only one left on team or if role has timed out then start trying to free players.
257 if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
259 LOG_TRACE("changing role to freeing");
260 this.havocbot_role = havocbot_role_ft_freeing;
261 this.havocbot_role_timeout = 0;
265 if (navigation_goalrating_timeout(this))
267 navigation_goalrating_start(this);
268 havocbot_goalrating_items(this, 12000, this.origin, 10000);
269 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
270 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
271 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
272 navigation_goalrating_end(this);
274 navigation_goalrating_timeout_set(this);
278 void havocbot_role_ft_freeing(entity this)
283 if (!this.havocbot_role_timeout)
284 this.havocbot_role_timeout = time + random() * 10 + 20;
286 if (time > this.havocbot_role_timeout)
288 LOG_TRACE("changing role to offense");
289 this.havocbot_role = havocbot_role_ft_offense;
290 this.havocbot_role_timeout = 0;
294 if (navigation_goalrating_timeout(this))
296 navigation_goalrating_start(this);
297 havocbot_goalrating_items(this, 10000, this.origin, 10000);
298 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
299 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
300 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
301 navigation_goalrating_end(this);
303 navigation_goalrating_timeout_set(this);
312 void ft_RemovePlayer(entity this)
314 if (STAT(FROZEN, this) != FROZEN_NORMAL)
315 freezetag_LastPlayerForTeam_Notify(this);
316 Unfreeze(this, false);
318 SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
319 freezetag_count_alive_players();
322 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
324 entity player = M_ARGV(0, entity);
326 ft_RemovePlayer(player);
330 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
332 entity player = M_ARGV(0, entity);
334 ft_RemovePlayer(player);
337 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
339 entity frag_attacker = M_ARGV(1, entity);
340 entity frag_target = M_ARGV(2, entity);
341 float frag_deathtype = M_ARGV(3, float);
343 if(round_handler_IsActive())
344 if(round_handler_CountdownRunning())
346 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
347 Unfreeze(frag_target, true);
348 freezetag_count_alive_players();
349 frag_target.respawn_time = time;
350 frag_target.respawn_flags |= RESPAWN_FORCE;
354 frag_target.respawn_time = time + 1;
355 frag_target.respawn_flags |= RESPAWN_FORCE;
357 // let the player die, they will be automatically frozen when they respawn
358 // it fixes a bug where you both really die (gibbing) and get frozen
359 // if you succeed changing team through the menu
360 if (frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
362 freezetag_Add_Score(frag_target, frag_attacker);
363 freezetag_count_alive_players();
364 freezetag_LastPlayerForTeam_Notify(frag_target);
365 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
369 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype))
371 // can't use freezetag_Add_Score here since it doesn't assign any points
372 // if the attacker is not a player (e.g. triggerhurt) by design
373 if ((STAT(FROZEN, frag_target) != FROZEN_NORMAL) && !IS_PLAYER(frag_attacker))
374 GameRules_scoring_add(frag_target, SCORE, -1);
376 // by restoring some health right after player death (soft-kill)
377 // weapons and ammo won't be reset
378 SetResourceExplicit(frag_target, RES_HEALTH, 1);
379 // restore armor as it was removed in PlayerDamage
380 SetResourceExplicit(frag_target, RES_ARMOR, frag_target.freezetag_frozen_armor);
383 entity spot = SelectSpawnPoint(frag_target, true);
384 setorigin(frag_target, spot.origin);
385 frag_target.oldorigin = frag_target.origin;
386 frag_target.fixangle = true; // turn this way immediately
387 frag_target.angles = vec2(spot.angles);
388 frag_target.velocity = '0 0 0';
389 frag_target.oldvelocity = frag_target.velocity; // prevents fall damage, see CreatureFrame_FallDamage
390 frag_target.avelocity = '0 0 0';
391 frag_target.punchangle = '0 0 0';
392 frag_target.punchvector = '0 0 0';
395 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
398 freezetag_Freeze(frag_target, frag_attacker);
399 freezetag_LastPlayerForTeam_Notify(frag_target);
401 if(frag_attacker == frag_target || frag_attacker == NULL)
403 if(IS_PLAYER(frag_target))
404 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
405 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
409 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
415 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
417 entity player = M_ARGV(0, entity);
419 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
420 return true; // do nothing, round is starting right now
422 if(player.freezetag_frozen_timeout <= -2) // player was dead
424 freezetag_Freeze(player, NULL);
428 freezetag_count_alive_players();
430 if(round_handler_IsActive())
431 if(round_handler_IsRoundStarted())
433 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
434 freezetag_Freeze(player, NULL);
440 MUTATOR_HOOKFUNCTION(ft, PutClientInServer)
442 eliminatedPlayers.SendFlags |= 1;
445 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
447 FOREACH_CLIENT(IS_PLAYER(it), {
448 CS(it).killcount = 0;
449 it.freezetag_revive_time = 0;
450 it.freezetag_frozen_timeout = -1;
451 PutClientInServer(it);
452 it.freezetag_frozen_timeout = 0;
454 freezetag_count_alive_players();
458 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
460 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
464 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
466 entity targ = M_ARGV(0, entity);
467 targ.freezetag_frozen_time = 0;
468 targ.freezetag_frozen_timeout = 0;
471 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
473 entity frag_attacker = M_ARGV(1, entity);
474 entity frag_target = M_ARGV(2, entity);
475 //float frag_deathtype = M_ARGV(3, float);
476 //float frag_damage = M_ARGV(4, float);
477 vector frag_force = M_ARGV(6, vector);
479 frag_target.freezetag_frozen_armor = GetResource(frag_target, RES_ARMOR);
481 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
482 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
485 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
486 && frag_target.freezetag_frozen_timeout > time)
488 if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
490 float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
491 t = vlen(frag_force);
492 // limit hit force considered at once, e.g when you have the Strength
493 // powerup but also with weapons that fire multiple projectiles at once (crylink)
494 if (frag_target.freezetag_frozen_force + t > maxforce)
496 t = max(0, maxforce - frag_target.freezetag_frozen_force);
497 frag_target.freezetag_frozen_force = maxforce;
500 frag_target.freezetag_frozen_force += t;
501 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
503 frag_target.freezetag_frozen_timeout -= t;
504 if (frag_target.freezetag_frozen_timeout < time)
505 frag_target.freezetag_frozen_timeout = time;
510 #ifdef IN_REVIVING_RANGE
511 #undef IN_REVIVING_RANGE
514 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
515 (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
516 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
518 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
523 if(round_handler_IsActive())
524 if(!round_handler_IsRoundStarted())
527 entity player = M_ARGV(0, entity);
528 //if (STAT(FROZEN, player) == FROZEN_NORMAL)
529 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
530 //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);
532 player.freezetag_frozen_force = 0;
534 if (!(frametime && IS_PLAYER(player)))
537 entity revivers_last = NULL;
538 entity revivers_first = NULL;
540 bool player_is_reviving = false;
542 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
543 FOREACH_CLIENT(IS_PLAYER(it), {
544 // check if player is reviving anyone
545 if (STAT(FROZEN, it) == FROZEN_NORMAL)
547 if ((STAT(FROZEN, player) == FROZEN_NORMAL))
549 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
551 player_is_reviving = true;
555 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
556 continue; // both player and it are NOT frozen
557 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
560 // found a teammate that is reviving player
561 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
563 it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
564 while (it.freezetag_revive_time > 1)
566 GameRules_scoring_add(it, SCORE, +1);
567 it.freezetag_revive_time -= 1;
571 revivers_last.chain = it;
578 revivers_last.chain = NULL;
580 // allow normal revival during automatic revival
581 // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
582 //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
583 if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
586 float base_progress = 0;
587 if (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
588 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
590 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
591 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
594 if (!n) // no teammate nearby
596 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
597 if (STAT(FROZEN, player) == FROZEN_NORMAL)
599 if (autocvar_g_freezetag_revive_time_to_score > 0)
601 if (STAT(REVIVE_PROGRESS, player) > base_progress)
603 // reduce auto-revival time based on manual revival progress
604 base_progress = STAT(REVIVE_PROGRESS, player);
605 player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
607 // don't clear revive progress, it would allow stacking points
608 // by entering and exiting the revival zone many times
609 STAT(REVIVE_PROGRESS, player) = base_progress;
612 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
614 else if (!STAT(FROZEN, player) && !player_is_reviving)
615 STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
617 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
619 float spd = autocvar_g_freezetag_revive_speed_t2s;
620 if (autocvar_g_freezetag_revive_time_to_score <= 0)
621 spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
622 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
624 if(STAT(REVIVE_PROGRESS, player) >= 1)
626 float frozen_time = time - player.freezetag_frozen_time;
627 Unfreeze(player, false);
628 SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
629 player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
630 freezetag_count_alive_players();
634 if(autocvar_sv_eventlog)
635 GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
636 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
637 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
641 // EVERY team mate nearby gets a point (even if multiple!)
642 for(entity it = revivers_first; it; it = it.chain)
644 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
645 if (autocvar_g_freezetag_revive_time_to_score <= 0)
646 GameRules_scoring_add(it, SCORE, +1);
647 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
650 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
651 Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
652 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
653 if(autocvar_sv_eventlog)
655 string revivers = "";
656 for(entity it = revivers_first; it; it = it.chain)
657 revivers = strcat(revivers, ftos(it.playerid), ",");
658 revivers = substring(revivers, 0, strlen(revivers) - 1);
659 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
663 for(entity it = revivers_first; it; it = it.chain)
664 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
667 if (STAT(FROZEN, player) == FROZEN_NORMAL)
669 entity player_wp = player.waypointsprite_attached;
670 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
672 WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
673 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
677 WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
678 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
681 WaypointSprite_UpdateMaxHealth(player_wp, 1);
682 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
688 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
690 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
691 if(!cvar("g_use_ammunition"))
692 start_items |= IT_UNLIMITED_AMMO;
694 start_health = warmup_start_health = autocvar_g_ft_start_health;
695 start_armorvalue = warmup_start_armorvalue = autocvar_g_ft_start_armor;
696 start_ammo_shells = warmup_start_ammo_shells = autocvar_g_ft_start_ammo_shells;
697 start_ammo_nails = warmup_start_ammo_nails = autocvar_g_ft_start_ammo_nails;
698 start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
699 start_ammo_cells = warmup_start_ammo_cells = autocvar_g_ft_start_ammo_cells;
700 start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_ft_start_ammo_plasma;
701 start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_ft_start_ammo_fuel;
704 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
706 entity bot = M_ARGV(0, entity);
711 bot.havocbot_role = havocbot_role_ft_freeing;
713 bot.havocbot_role = havocbot_role_ft_offense;
716 // if bots spawn all at once assign them a more appropriated role after a while
717 if (time < CS(bot).jointime + 1)
718 bot.havocbot_role_timeout = time + 10 + random() * 10;
723 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
725 M_ARGV(0, float) = freezetag_teams;
729 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
731 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
732 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
735 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
737 entity frag_attacker = M_ARGV(0, entity);
738 entity frag_target = M_ARGV(1, entity);
739 //float frag_deathtype = M_ARGV(2, float);
740 int kill_count_to_attacker = M_ARGV(3, int);
741 int kill_count_to_target = M_ARGV(4, int);
743 if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
744 return; // target was already frozen, so this is just pushing them off the cliff
746 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
747 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
748 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
753 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
755 string cmd_name = M_ARGV(0, string);
756 if (cmd_name == "shuffleteams")
757 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
761 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
763 // announce remaining frags
767 void freezetag_Initialize()
769 freezetag_teams = autocvar_g_freezetag_teams_override;
770 if(freezetag_teams < 2)
771 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
773 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
774 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
775 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
776 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
779 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
780 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
782 EliminatedPlayers_Init(freezetag_isEliminated);