1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = time + cvar("g_start_delay") + cvar("g_freezetag_warmup");
7 void freezetag_CheckWinner()
9 if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
12 if(next_round || (time > warmup - cvar("g_freezetag_warmup") && time < warmup))
13 return; // already waiting for next round to start
15 if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
16 || (redalive >= 1 && yellowalive >= 1)
17 || (redalive >= 1 && pinkalive >= 1)
18 || (bluealive >= 1 && yellowalive >= 1)
19 || (bluealive >= 1 && pinkalive >= 1)
20 || (yellowalive >= 1 && pinkalive >= 1))
21 return; // we still have active players on two or more teams, nobody won yet
28 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
31 break; // break, we found the winner
35 if(winner != world) // just in case a winner wasn't found
37 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
38 if(winner.team == COLOR_TEAM1)
39 teamname = "^1Red Team";
40 else if(winner.team == COLOR_TEAM2)
41 teamname = "^4Blue Team";
42 else if(winner.team == COLOR_TEAM3)
43 teamname = "^3Yellow Team";
45 teamname = "^6Pink Team";
47 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
49 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
52 next_round = time + 5;
55 void freezetag_Ice_Think()
57 setorigin(self, self.owner.origin - '0 0 16');
58 self.nextthink = time;
61 void freezetag_Freeze()
63 self.freezetag_frozen = 1;
68 ice.classname = "freezetag_ice";
69 ice.think = freezetag_Ice_Think;
71 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
72 setmodel(ice, "models/ice/ice.md3");
74 self.movement = '0 0 0';
77 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
78 if(self.waypointsprite_attached)
80 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
84 void freezetag_Unfreeze()
86 self.freezetag_frozen = 0;
88 // remove the ice block
90 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
97 if(self.waypointsprite_attached)
98 WaypointSprite_Kill(self.waypointsprite_attached);
101 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
103 if(self.freezetag_frozen == 0)
105 if(self.team == COLOR_TEAM1)
107 else if(self.team == COLOR_TEAM2)
109 else if(self.team == COLOR_TEAM3)
111 else if(self.team == COLOR_TEAM4)
116 if(totalspawned > 2) // only check for winners if we had more than two players (one of them left, don't let the other player win just because of that)
117 freezetag_CheckWinner();
119 freezetag_Unfreeze();
124 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
126 if(self.freezetag_frozen == 0)
128 if(self.team == COLOR_TEAM1)
130 else if(self.team == COLOR_TEAM2)
132 else if(self.team == COLOR_TEAM3)
134 else if(self.team == COLOR_TEAM4)
141 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
142 if(frag_attacker == frag_target || frag_attacker == world)
144 centerprint(frag_target, "^1You froze yourself.\n");
145 bprint("^7", frag_target.netname, "^1 froze himself.\n");
149 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
150 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
153 frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
155 freezetag_CheckWinner();
160 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
162 freezetag_Unfreeze(); // start by making sure that all ice blocks are removed
164 if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
165 if(!next_round && warmup && (time < warmup - cvar("g_freezetag_warmup") || time > warmup)) // not awaiting next round
170 if(warmup && time > warmup) // spawn too late, freeze player
172 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
179 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
181 frag_score = 0; // no frags counted in Freeze Tag
185 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
187 vector revive_extra_size;
188 revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
190 float teammate_nearby;
191 FOR_EACH_PLAYER(other) if(self != other)
193 if(other.freezetag_frozen == 0)
195 if(other.team == self.team)
197 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
204 if(teammate_nearby && self.freezetag_frozen == 1)
206 if(self.freezetag_beginrevive_time == -9999)
208 self.freezetag_beginrevive_time = time;
209 self.freezetag_revive_progress = 0;
210 other.freezetag_revive_progress = 0;
214 self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
215 other.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
216 if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
218 freezetag_Unfreeze();
220 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
221 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
222 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
224 self.freezetag_beginrevive_time = -9999;
225 self.freezetag_revive_progress = 0;
226 other.freezetag_revive_progress = 0;
230 else if(!teammate_nearby) // only if no teammate is nearby will we reset
232 self.freezetag_beginrevive_time = -9999;
233 self.freezetag_revive_progress = 0;
239 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
241 if(self.freezetag_frozen)
242 self.movement = '0 0 0';
246 MUTATOR_DEFINITION(gamemode_freezetag)
248 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
249 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
250 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
251 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
252 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
253 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
254 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
258 if(time > 1) // game loads at time 1
259 error("This is a game type and it cannot be added at runtime.");
261 freezetag_Initialize();
267 error("This is a game type and it cannot be removed at runtime.");