1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
7 void freezetag_CheckWinner()
9 if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
10 || (redalive >= 1 && yellowalive >= 1)
11 || (redalive >= 1 && pinkalive >= 1)
12 || (bluealive >= 1 && yellowalive >= 1)
13 || (bluealive >= 1 && pinkalive >= 1)
14 || (yellowalive >= 1 && pinkalive >= 1))
15 return; // we still have active players on two or more teams
17 if(redalive + bluealive + yellowalive + pinkalive <= 0)
19 next_round = time + 5;
28 if(e.freezetag_frozen == 0) // here's one player from the winning team... good
31 break; // break, we found the winner
35 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
37 if(winner.team == COLOR_TEAM1)
38 teamname = "^1Red Team";
39 else if(winner.team == COLOR_TEAM2)
40 teamname = "^4Blue Team";
41 else if(winner.team == COLOR_TEAM3)
42 teamname = "^3Yellow Team";
44 teamname = "^6Pink Team";
46 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
48 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
50 next_round = time + 5;
53 void freezetag_Ice_Think()
55 setorigin(self, self.owner.origin - '0 0 16');
56 self.nextthink = time;
59 void freezetag_Freeze()
61 self.freezetag_frozen = 1;
66 ice.classname = "freezetag_ice";
67 ice.think = freezetag_Ice_Think;
69 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
70 setmodel(ice, "models/ice/ice.md3");
72 //setattachment(ice, self, "");
74 //self.movetype = MOVETYPE_NONE;
76 self.movement = '0 0 0';
79 void freezetag_Unfreeze()
81 self.freezetag_frozen = 0;
83 self.movetype = MOVETYPE_WALK;
85 // remove the ice block
87 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
94 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
96 freezetag_CheckWinner();
101 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
103 // if the player was previously not frozen (should be the case anyway), decrement alive playercount before running CheckWinner
104 if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0) redalive -= 1;
105 else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0) bluealive -= 1;
106 else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0) yellowalive -= 1;
107 else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0) pinkalive -= 1;
111 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
112 if(frag_attacker == frag_target || frag_attacker == world)
114 centerprint(frag_target, "^1You froze yourself.\n");
115 bprint("^7", frag_target.netname, "^1 froze himself.\n");
119 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
120 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
123 frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
125 freezetag_CheckWinner();
130 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
132 if(redalive + bluealive + yellowalive + pinkalive == 1 && time > warmup)
133 next_round = time; // start a new round immediately
135 if(time > warmup) // spawn too late, freeze player
137 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
140 else // we are still in the delay period before the round starts
142 freezetag_Unfreeze();
148 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
150 frag_score = 0; // no frags counted in Freeze Tag
154 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
156 vector revive_extra_size;
157 revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
159 float teammate_nearby;
160 FOR_EACH_PLAYER(other) if(self != other)
162 if(other.freezetag_frozen == 0)
164 if(other.team == self.team)
166 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
172 if(teammate_nearby && self.freezetag_frozen == 1)
174 if(self.freezetag_beginrevive_time == -9999)
176 self.freezetag_beginrevive_time = time;
180 if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
182 freezetag_Unfreeze();
184 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
185 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
186 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
188 self.freezetag_beginrevive_time = -9999;
194 self.freezetag_beginrevive_time = -9999;
200 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
202 if(self.freezetag_frozen)
203 self.movement = '0 0 0';
207 MUTATOR_DEFINITION(gamemode_freezetag)
209 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
210 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
211 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
212 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
213 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
214 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
215 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
219 if(time > 1) // game loads at time 1
220 error("This is a game type and it cannot be added at runtime.");
222 freezetag_Initialize();
228 error("This is a game type and it cannot be removed at runtime.");