3 #include <common/mutators/base.qh>
4 #include <server/command/sv_cmd.qh>
6 int autocvar_g_freezetag_point_limit;
7 int autocvar_g_freezetag_point_leadlimit;
8 bool autocvar_g_freezetag_team_spawns;
9 string autocvar_g_freezetag_weaponarena = "most_available";
11 const int ST_FT_ROUNDS = 1;
13 void freezetag_Initialize();
15 REGISTER_MUTATOR(ft, false)
20 GameRules_teams(true);
21 GameRules_spawning_teams(autocvar_g_freezetag_team_spawns);
22 GameRules_limit_score(autocvar_g_freezetag_point_limit);
23 GameRules_limit_lead(autocvar_g_freezetag_point_leadlimit);
25 freezetag_Initialize();
30 .float freezetag_revive_time;
31 .float freezetag_frozen_time;
32 .float freezetag_frozen_timeout;
33 .float freezetag_frozen_force;
34 const float ICE_MAX_ALPHA = 1;
35 const float ICE_MIN_ALPHA = 0.1;
36 float freezetag_teams;
38 bool autocvar_g_freezetag_revive_auto = 1;
39 int autocvar_g_freezetag_revive_auto_progress = 1;
40 int autocvar_g_freezetag_revive_auto_reducible;
41 float autocvar_g_freezetag_revive_auto_reducible_forcefactor = 0.01;
42 float autocvar_g_freezetag_revive_auto_reducible_maxforce;
43 float autocvar_g_freezetag_revive_extra_size;
44 float autocvar_g_freezetag_revive_speed;
45 float autocvar_g_freezetag_revive_time_to_score = 1.5;
46 bool autocvar_g_freezetag_revive_nade;
47 float autocvar_g_freezetag_revive_nade_health;
48 float autocvar_g_freezetag_revive_spawnshield = 1;