#ifndef GAMEMODE_FREEZETAG_H
#define GAMEMODE_FREEZETAG_H
+int autocvar_g_freezetag_point_limit;
+int autocvar_g_freezetag_point_leadlimit;
+bool autocvar_g_freezetag_team_spawns;
+void freezetag_Initialize();
+
+REGISTER_MUTATOR(ft, false)
+{
+ MUTATOR_ONADD
+ {
+ if (time > 1) // game loads at time 1
+ error("This is a game type and it cannot be added at runtime.");
+ freezetag_Initialize();
+
+ ActivateTeamplay();
+ SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, -1, -1);
+
+ if (autocvar_g_freezetag_team_spawns)
+ have_team_spawns = -1; // request team spawns
+ }
+
+ MUTATOR_ONROLLBACK_OR_REMOVE
+ {
+ // we actually cannot roll back freezetag_Initialize here
+ // BUT: we don't need to! If this gets called, adding always
+ // succeeds.
+ }
+
+ MUTATOR_ONREMOVE
+ {
+ LOG_INFO("This is a game type and it cannot be removed at runtime.");
+ return -1;
+ }
+
+ return 0;
+}
+
.float freezetag_frozen_time;
.float freezetag_frozen_timeout;
const float ICE_MAX_ALPHA = 1;
float freezetag_teams;
.float reviving; // temp var
-#endif
+float autocvar_g_freezetag_revive_extra_size;
+float autocvar_g_freezetag_revive_speed;
+bool autocvar_g_freezetag_revive_nade;
+float autocvar_g_freezetag_revive_nade_health;
+
+#endif
#ifdef IMPLEMENTATION
float autocvar_g_freezetag_frozen_maxtime;
-bool autocvar_g_freezetag_revive_nade;
-float autocvar_g_freezetag_revive_nade_health;
-int autocvar_g_freezetag_point_leadlimit;
-int autocvar_g_freezetag_point_limit;
-float autocvar_g_freezetag_revive_extra_size;
-float autocvar_g_freezetag_revive_speed;
float autocvar_g_freezetag_revive_clearspeed;
float autocvar_g_freezetag_round_timelimit;
int autocvar_g_freezetag_teams;
int autocvar_g_freezetag_teams_override;
-bool autocvar_g_freezetag_team_spawns;
float autocvar_g_freezetag_warmup;
const float SP_FREEZETAG_REVIVALS = 4;
round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
- addstat(STAT_REDALIVE, AS_INT, redalive_stat);
- addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
- addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
- addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
-
EliminatedPlayers_Init(freezetag_isEliminated);
}
-REGISTER_MUTATOR(ft, g_freezetag)
-{
- ActivateTeamplay();
- SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, -1, -1);
-
- if(autocvar_g_freezetag_team_spawns)
- have_team_spawns = -1; // request team spawns
-
- MUTATOR_ONADD
- {
- if(time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- freezetag_Initialize();
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back freezetag_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
- }
-
- return 0;
-}
#endif