1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = time + cvar("g_freezetag_warmup");
7 void freezetag_CheckWinner()
9 if(next_round || (time > warmup - cvar("g_freezetag_warmup") && time < warmup))
10 return; // already waiting for next round to start
12 if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
13 || (redalive >= 1 && yellowalive >= 1)
14 || (redalive >= 1 && pinkalive >= 1)
15 || (bluealive >= 1 && yellowalive >= 1)
16 || (bluealive >= 1 && pinkalive >= 1)
17 || (yellowalive >= 1 && pinkalive >= 1))
18 return; // we still have active players on two or more teams
20 if(redalive + bluealive + yellowalive + pinkalive <= 0)
22 next_round = time + 5;
31 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
34 if(winner != world) // just in case a winner isn't found (causes crashes otherwise...)
35 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
36 break; // break, we found the winner
40 if(winner.team == COLOR_TEAM1)
41 teamname = "^1Red Team";
42 else if(winner.team == COLOR_TEAM2)
43 teamname = "^4Blue Team";
44 else if(winner.team == COLOR_TEAM3)
45 teamname = "^3Yellow Team";
47 teamname = "^6Pink Team";
49 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
51 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
53 next_round = time + 5;
56 void freezetag_Ice_Think()
58 setorigin(self, self.owner.origin - '0 0 16');
59 self.nextthink = time;
62 void freezetag_Freeze()
64 self.freezetag_frozen = 1;
69 ice.classname = "freezetag_ice";
70 ice.think = freezetag_Ice_Think;
72 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
73 setmodel(ice, "models/ice/ice.md3");
75 self.movement = '0 0 0';
78 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
79 if(self.waypointsprite_attached)
81 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
85 void freezetag_Unfreeze()
87 self.freezetag_frozen = 0;
89 // remove the ice block
91 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
98 if(self.waypointsprite_attached)
99 WaypointSprite_Kill(self.waypointsprite_attached);
102 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
104 if(self.freezetag_frozen == 0)
106 if(self.team == COLOR_TEAM1)
108 else if(self.team == COLOR_TEAM2)
110 else if(self.team == COLOR_TEAM3)
112 else if(self.team == COLOR_TEAM4)
116 freezetag_CheckWinner();
117 freezetag_Unfreeze();
122 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
125 count_alive_players();
127 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
128 if(frag_attacker == frag_target || frag_attacker == world)
130 centerprint(frag_target, "^1You froze yourself.\n");
131 bprint("^7", frag_target.netname, "^1 froze himself.\n");
135 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
136 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
139 frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
141 freezetag_CheckWinner();
146 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
148 if(time > warmup) // spawn too late, freeze player
150 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
153 else // we are still in the delay period before the round starts
155 freezetag_Unfreeze();
161 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
163 frag_score = 0; // no frags counted in Freeze Tag
167 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
169 vector revive_extra_size;
170 revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
172 float teammate_nearby;
173 FOR_EACH_PLAYER(other) if(self != other)
175 if(other.freezetag_frozen == 0)
177 if(other.team == self.team)
179 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
186 if(teammate_nearby && self.freezetag_frozen == 1)
188 if(self.freezetag_beginrevive_time == -9999)
190 self.freezetag_beginrevive_time = time;
191 self.freezetag_revive_progress = 0;
192 other.freezetag_revive_progress = 0;
196 self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
197 other.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
198 if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
200 freezetag_Unfreeze();
202 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
203 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
204 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
206 self.freezetag_beginrevive_time = -9999;
207 self.freezetag_revive_progress = 0;
208 other.freezetag_revive_progress = 0;
212 else if(!teammate_nearby) // only if no teammate is nearby will we reset
214 self.freezetag_beginrevive_time = -9999;
215 self.freezetag_revive_progress = 0;
221 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
223 if(self.freezetag_frozen)
224 self.movement = '0 0 0';
228 MUTATOR_DEFINITION(gamemode_freezetag)
230 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
231 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
232 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
233 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
234 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
235 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
236 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
240 if(time > 1) // game loads at time 1
241 error("This is a game type and it cannot be added at runtime.");
243 freezetag_Initialize();
249 error("This is a game type and it cannot be removed at runtime.");