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1 void freezetag_Initialize()
2 {
3         precache_model("models/ice/ice.md3");
4         next_round = time + 5;
5 }
6
7 void freezetag_CheckWinner()
8 {
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
16
17         if(redalive + bluealive + yellowalive + pinkalive <= 0)
18         {
19                 next_round = time + 5;
20                 return;
21         }
22
23         entity e, winner;
24         string teamname;
25
26         FOR_EACH_PLAYER(e)
27         {
28                 if(e.freezetag_frozen == 0) // here's one player from the winning team... good
29                 {
30                         winner = e;
31                         break; // break, we found the winner
32                 }
33         }
34
35         TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
36
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";
43         else
44                 teamname = "^6Pink Team";
45         FOR_EACH_PLAYER(e) {
46                 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
47         }
48         bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
49
50         next_round = time + 5;
51 }
52
53 void freezetag_Ice_Think()
54 {
55         setorigin(self, self.owner.origin - '0 0 16');
56         self.nextthink = time;
57 }
58
59 void freezetag_Freeze()
60 {
61         self.freezetag_frozen = 1;
62
63         entity ice;
64         ice = spawn();
65         ice.owner = self;
66         ice.classname = "freezetag_ice";
67         ice.think = freezetag_Ice_Think;
68         ice.nextthink = time;
69         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
70         setmodel(ice, "models/ice/ice.md3");
71
72         //setattachment(ice, self, "");
73
74         //self.movetype = MOVETYPE_NONE;
75
76         self.movement = '0 0 0';
77 }
78
79 void freezetag_Unfreeze()
80 {
81         self.freezetag_frozen = 0;
82
83         self.movetype = MOVETYPE_WALK;
84
85         // remove the ice block
86         entity ice;
87         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
88         {
89                 remove(ice);
90                 break;
91         }
92 }
93
94 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
95 {
96         freezetag_CheckWinner();
97
98         return 1;
99 }
100
101 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
102 {
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;
108         
109         freezetag_Freeze();
110
111         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
112         if(frag_attacker == frag_target || frag_attacker == world)
113         {
114                 centerprint(frag_target, "^1You froze yourself.\n");
115                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
116         }
117         else
118         {
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");
121         }
122
123         frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
124
125         freezetag_CheckWinner();
126
127         return 1;
128 }
129
130 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
131 {
132         if(redalive + bluealive + yellowalive + pinkalive == 1 && time > warmup)
133                 next_round = time; // start a new round immediately
134
135         if(time > warmup) // spawn too late, freeze player
136         {
137                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
138                 freezetag_Freeze();
139         }
140         else // we are still in the delay period before the round starts
141         {
142                 freezetag_Unfreeze();
143         }
144
145         return 1;
146 }
147
148 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
149 {
150         frag_score = 0; // no frags counted in Freeze Tag
151         return 1;
152 }
153
154 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
155 {
156         vector revive_extra_size;
157         revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
158
159         float teammate_nearby;
160         FOR_EACH_PLAYER(other) if(self != other)
161         {
162                 if(other.freezetag_frozen == 0)
163                 {
164                         if(other.team == self.team)
165                         {
166                                 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
167                                 break;
168                         }
169                 }
170         }
171
172         if(teammate_nearby && self.freezetag_frozen == 1)
173         {
174                 if(self.freezetag_beginrevive_time == -9999)
175                 {
176                         self.freezetag_beginrevive_time = time;
177                 }
178                 else
179                 {
180                         if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
181                         {
182                                 freezetag_Unfreeze();
183
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");
187
188                                 self.freezetag_beginrevive_time = -9999;
189                         }
190                 }
191         }
192         else
193         {
194                 self.freezetag_beginrevive_time = -9999;
195         }
196
197         return 1;
198 }
199
200 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
201 {
202         if(self.freezetag_frozen)
203                 self.movement = '0 0 0';
204         return 1;
205 }
206
207 MUTATOR_DEFINITION(gamemode_freezetag)
208 {
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);
216
217         MUTATOR_ONADD
218         {
219                 if(time > 1) // game loads at time 1
220                         error("This is a game type and it cannot be added at runtime.");
221                 g_freezetag = 1;
222                 freezetag_Initialize();
223         }
224
225         MUTATOR_ONREMOVE
226         {
227                 g_freezetag = 0;
228                 error("This is a game type and it cannot be removed at runtime.");
229         }
230
231         return 0;
232 }