entity e, winner;
string teamname;
+ winner = world;
FOR_EACH_PLAYER(e)
{
if(winner != world) // just in case a winner wasn't found
{
- TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
if(winner.team == COLOR_TEAM1)
teamname = "^1Red Team";
else if(winner.team == COLOR_TEAM2)
centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
}
bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
+ TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
}
next_round = time + 5;
void freezetag_Freeze(entity attacker)
{
+ if(self.freezetag_frozen)
+ return;
self.freezetag_frozen = 1;
+ self.freezetag_revive_progress = 0;
entity ice;
ice = spawn();
freezetag_Ice_Think();
self = oldself;
+ RemoveGrapplingHook(self);
+
// add waypoint
WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
if(self.waypointsprite_attached)
void freezetag_Unfreeze(entity attacker)
{
self.freezetag_frozen = 0;
-
- PlayerScore_Add(attacker, SP_FREEZETAG_REVIVAL, +1);
- PlayerScore_Add(attacker, SP_SCORE, +1);
+ self.freezetag_revive_progress = 0;
// remove the ice block
entity ice;
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)
freezetag_CheckWinner();
- freezetag_Unfreeze();
+ freezetag_Unfreeze(world);
return 1;
}
MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
{
- freezetag_Unfreeze(); // start by making sure that all ice blocks are removed
+ freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
{
- vector revive_extra_size;
- revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+ float n;
+ vector revive_extra_size;
- float teammate_nearby;
- FOR_EACH_PLAYER(other) if(self != other)
- {
- if(other.freezetag_frozen == 0)
- {
- if(other.team == self.team)
- {
- teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
- if(teammate_nearby)
- break;
- }
- }
- }
+ revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
- if(teammate_nearby && self.freezetag_frozen == 1) // OK, there is at least one teammate reviving us
- {
- if(self.freezetag_beginrevive_time == -9999) // initialize values if this is the first frame of revival
- {
- self.freezetag_beginrevive_time = time;
- self.freezetag_revive_progress = 0;
- }
- else
- {
- self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / autocvar_g_freezetag_revive_time;
- if(time - self.freezetag_beginrevive_time >= autocvar_g_freezetag_revive_time)
- {
- freezetag_Unfreeze();
-
- centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
- centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
- bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
-
- self.freezetag_beginrevive_time = -9999;
- self.freezetag_revive_progress = 0;
- }
- }
- // now find EVERY teammate within reviving radius, set their revive_progress values correct
- FOR_EACH_PLAYER(other) if(self != other)
- {
- if(other.freezetag_frozen == 0)
- {
- if(other.team == self.team)
- {
- teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
- if(teammate_nearby)
- other.freezetag_revive_progress = self.freezetag_revive_progress;
- }
- }
- }
- }
- else if(!teammate_nearby) // only if no teammate is nearby will we reset
- {
- self.freezetag_beginrevive_time = -9999;
- self.freezetag_revive_progress = 0;
- }
+ entity o;
+ o = world;
+ n = 0;
+ FOR_EACH_PLAYER(other) if(self != other)
+ {
+ if(other.freezetag_frozen == 0)
+ {
+ if(other.team == self.team)
+ {
+ if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
+ {
+ if(!o)
+ o = other;
+ ++n;
+ }
+ }
+ }
+ }
+
+ if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
+ {
+ self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
+
+ if(self.freezetag_revive_progress >= 1)
+ {
+ freezetag_Unfreeze(self);
+
+ // EVERY team mate nearby gets a point (even if multiple!)
+ FOR_EACH_PLAYER(other) if(self != other)
+ {
+ if(other.freezetag_frozen == 0)
+ {
+ if(other.team == self.team)
+ {
+ if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
+ {
+ PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
+ PlayerScore_Add(other, SP_SCORE, +1);
+ }
+ }
+ }
+ }
+
+ if(n > 1)
+ centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
+ else
+ centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
+ centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
+ if(n > 1)
+ bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
+ else
+ bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
+ }
+
+ // now find EVERY teammate within reviving radius, set their revive_progress values correct
+ FOR_EACH_PLAYER(other) if(self != other)
+ {
+ if(other.freezetag_frozen == 0)
+ {
+ if(other.team == self.team)
+ {
+ if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
+ other.freezetag_revive_progress = self.freezetag_revive_progress;
+ }
+ }
+ }
+ }
+ else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
+ {
+ self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
+ }
+ else if(!n)
+ {
+ self.freezetag_revive_progress = 0; // thawing nobody
+ }
return 1;
}
return 1;
}
+MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
+{
+ if (self.freezetag_frozen)
+ return 1;
+ return 0;
+}
+
MUTATOR_DEFINITION(gamemode_freezetag)
{
MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
+ MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
MUTATOR_ONADD
{