void freezetag_Initialize()
{
precache_model("models/ice/ice.md3");
- warmup = time + cvar("g_freezetag_warmup");
+ warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
+ ScoreRules_freezetag();
}
void freezetag_CheckWinner()
{
- if(next_round || (time > warmup - cvar("g_freezetag_warmup") && time < warmup))
+ if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
+ return;
+
+ if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
return; // already waiting for next round to start
if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
|| (bluealive >= 1 && yellowalive >= 1)
|| (bluealive >= 1 && pinkalive >= 1)
|| (yellowalive >= 1 && pinkalive >= 1))
- return; // we still have active players on two or more teams
-
- if(redalive + bluealive + yellowalive + pinkalive <= 0)
- {
- next_round = time + 5;
- return;
- }
+ return; // we still have active players on two or more teams, nobody won yet
entity e, winner;
string teamname;
+ winner = world;
FOR_EACH_PLAYER(e)
{
if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
{
winner = e;
- if(winner != world) // just in case a winner isn't found (causes crashes otherwise...)
- TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
break; // break, we found the winner
}
}
- if(winner.team == COLOR_TEAM1)
- teamname = "^1Red Team";
- else if(winner.team == COLOR_TEAM2)
- teamname = "^4Blue Team";
- else if(winner.team == COLOR_TEAM3)
- teamname = "^3Yellow Team";
- else
- teamname = "^6Pink Team";
- FOR_EACH_PLAYER(e) {
- centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
+ if(winner != world) // just in case a winner wasn't found
+ {
+ if(winner.team == COLOR_TEAM1)
+ teamname = "^1Red Team";
+ else if(winner.team == COLOR_TEAM2)
+ teamname = "^4Blue Team";
+ else if(winner.team == COLOR_TEAM3)
+ teamname = "^3Yellow Team";
+ else
+ teamname = "^6Pink Team";
+ FOR_EACH_PLAYER(e) {
+ 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);
}
- bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
next_round = time + 5;
}
+// this is needed to allow the player to turn his view around (fixangle can't
+// be used to freeze his view, as that also changes the angles), while not
+// turning that ice object with the player
void freezetag_Ice_Think()
{
setorigin(self, self.owner.origin - '0 0 16');
self.nextthink = time;
}
-void freezetag_Freeze()
+void freezetag_Freeze(entity attacker)
{
+ if(self.freezetag_frozen)
+ return;
self.freezetag_frozen = 1;
+ self.freezetag_revive_progress = 0;
entity ice;
ice = spawn();
ice.frame = floor(random() * 21); // ice model has 20 different looking frames
setmodel(ice, "models/ice/ice.md3");
- self.movement = '0 0 0';
+ entity oldself;
+ oldself = self;
+ self = ice;
+ 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);
{
WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
}
+
+ if(attacker == self)
+ {
+ // you froze your own dumb self
+ // counted as "suicide" already
+ PlayerScore_Add(self, SP_SCORE, -1);
+ }
+ else if(attacker.classname == "player")
+ {
+ // got frozen by an enemy
+ // counted as "kill" and "death" already
+ PlayerScore_Add(self, SP_SCORE, -1);
+ PlayerScore_Add(attacker, SP_SCORE, +1);
+ }
+ else
+ {
+ // nothing - got frozen by the game type rules themselves
+ }
}
-void freezetag_Unfreeze()
+void freezetag_Unfreeze(entity attacker)
{
self.freezetag_frozen = 0;
+ self.freezetag_revive_progress = 0;
// remove the ice block
entity ice;
--yellowalive;
else if(self.team == COLOR_TEAM4)
--pinkalive;
+ --totalalive;
}
- freezetag_CheckWinner();
- freezetag_Unfreeze();
+ 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(world);
return 1;
}
MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
{
- freezetag_Freeze();
- count_alive_players();
+ if(self.freezetag_frozen == 0)
+ {
+ if(self.team == COLOR_TEAM1)
+ --redalive;
+ else if(self.team == COLOR_TEAM2)
+ --bluealive;
+ else if(self.team == COLOR_TEAM3)
+ --yellowalive;
+ else if(self.team == COLOR_TEAM4)
+ --pinkalive;
+ --totalalive;
+
+ freezetag_Freeze(frag_attacker);
+ }
+
+ if(frag_attacker.classname == STR_PLAYER)
+ centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
- centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
if(frag_attacker == frag_target || frag_attacker == world)
{
- centerprint(frag_target, "^1You froze yourself.\n");
+ if(frag_target.classname == STR_PLAYER)
+ centerprint(frag_target, "^1You froze yourself.\n");
bprint("^7", frag_target.netname, "^1 froze himself.\n");
}
else
{
- centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
+ if(frag_target.classname == STR_PLAYER)
+ centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
}
- frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
+ frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
freezetag_CheckWinner();
MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
{
- if(time > warmup) // spawn too late, freeze player
+ 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
{
- centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
- freezetag_Freeze();
+ next_round = time;
+ return 1;
}
- else // we are still in the delay period before the round starts
+ if(warmup && time > warmup) // spawn too late, freeze player
{
- freezetag_Unfreeze();
+ centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
+ freezetag_Freeze(world);
}
return 1;
MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
{
+ float n;
vector revive_extra_size;
- revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
- float teammate_nearby;
+ revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+
+ entity o;
+ o = world;
+ n = 0;
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;
+ if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
+ {
+ if(!o)
+ o = other;
+ ++n;
+ }
}
}
}
- if(teammate_nearby && self.freezetag_frozen == 1)
+ if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
{
- if(self.freezetag_beginrevive_time == -9999)
- {
- self.freezetag_beginrevive_time = time;
- self.freezetag_revive_progress = 0;
- other.freezetag_revive_progress = 0;
- }
- else
+ self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
+
+ if(self.freezetag_revive_progress >= 1)
{
- self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
- other.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
- if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
+ freezetag_Unfreeze(self);
+
+ // EVERY team mate nearby gets a point (even if multiple!)
+ FOR_EACH_PLAYER(other) if(self != other)
{
- freezetag_Unfreeze();
+ 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);
+ }
+ }
+ }
+ }
- 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");
+ 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");
+ }
- self.freezetag_beginrevive_time = -9999;
- self.freezetag_revive_progress = 0;
- other.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)
+ {
+ 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(!teammate_nearby) // only if no teammate is nearby will we reset
+ else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
{
- self.freezetag_beginrevive_time = -9999;
- self.freezetag_revive_progress = 0;
+ 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;
MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
{
if(self.freezetag_frozen)
+ {
self.movement = '0 0 0';
+ self.disableclientprediction = 1;
+ }
return 1;
}
+MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
+{
+ if(g_freezetag)
+ {
+ if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
+ {
+ frag_damage = 0;
+ frag_force = frag_force * autocvar_g_freezetag_frozen_force;
+ }
+ }
+ 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(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
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
{