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Bot AI: Attempt to improve freezetag roles (less priority to unfrozen teammates)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / freezetag / freezetag.qc
1 #include "freezetag.qh"
2
3 // TODO: sv_freezetag
4 #ifdef SVQC
5 #include <server/resources.qh>
6
7 float autocvar_g_freezetag_frozen_maxtime;
8 float autocvar_g_freezetag_revive_clearspeed;
9 float autocvar_g_freezetag_round_timelimit;
10 //int autocvar_g_freezetag_teams;
11 int autocvar_g_freezetag_teams_override;
12 float autocvar_g_freezetag_warmup;
13
14 void freezetag_count_alive_players()
15 {
16         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
17         FOREACH_CLIENT(IS_PLAYER(it), {
18                 switch(it.team)
19                 {
20                         case NUM_TEAM_1: ++total_players; if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1 && STAT(FROZEN, it) != 1) ++redalive; break;
21                         case NUM_TEAM_2: ++total_players; if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1 && STAT(FROZEN, it) != 1) ++bluealive; break;
22                         case NUM_TEAM_3: ++total_players; if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1 && STAT(FROZEN, it) != 1) ++yellowalive; break;
23                         case NUM_TEAM_4: ++total_players; if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1 && STAT(FROZEN, it) != 1) ++pinkalive; break;
24                 }
25         });
26         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
27                 STAT(REDALIVE, it) = redalive;
28                 STAT(BLUEALIVE, it) = bluealive;
29                 STAT(YELLOWALIVE, it) = yellowalive;
30                 STAT(PINKALIVE, it) = pinkalive;
31         });
32
33         eliminatedPlayers.SendFlags |= 1;
34 }
35 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
36 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == NumTeams(freezetag_teams))
37
38 float freezetag_CheckTeams()
39 {
40         static float prev_missing_teams_mask;
41         if(FREEZETAG_ALIVE_TEAMS_OK())
42         {
43                 if(prev_missing_teams_mask > 0)
44                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
45                 prev_missing_teams_mask = -1;
46                 return 1;
47         }
48         if(total_players == 0)
49         {
50                 if(prev_missing_teams_mask > 0)
51                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
52                 prev_missing_teams_mask = -1;
53                 return 0;
54         }
55         int missing_teams_mask = 0;
56         if(freezetag_teams & BIT(0))
57                 missing_teams_mask += (!redalive) * 1;
58         if(freezetag_teams & BIT(1))
59                 missing_teams_mask += (!bluealive) * 2;
60         if(freezetag_teams & BIT(2))
61                 missing_teams_mask += (!yellowalive) * 4;
62         if(freezetag_teams & BIT(3))
63                 missing_teams_mask += (!pinkalive) * 8;
64         if(prev_missing_teams_mask != missing_teams_mask)
65         {
66                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
67                 prev_missing_teams_mask = missing_teams_mask;
68         }
69         return 0;
70 }
71
72 float freezetag_getWinnerTeam()
73 {
74         float winner_team = 0;
75         if(redalive >= 1)
76                 winner_team = NUM_TEAM_1;
77         if(bluealive >= 1)
78         {
79                 if(winner_team) return 0;
80                 winner_team = NUM_TEAM_2;
81         }
82         if(yellowalive >= 1)
83         {
84                 if(winner_team) return 0;
85                 winner_team = NUM_TEAM_3;
86         }
87         if(pinkalive >= 1)
88         {
89                 if(winner_team) return 0;
90                 winner_team = NUM_TEAM_4;
91         }
92         if(winner_team)
93                 return winner_team;
94         return -1; // no player left
95 }
96
97 void nades_Clear(entity);
98 void nades_GiveBonus(entity player, float score);
99
100 float freezetag_CheckWinner()
101 {
102         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
103         {
104                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
105                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
106                 FOREACH_CLIENT(IS_PLAYER(it), {
107                         it.freezetag_frozen_timeout = 0;
108                         nades_Clear(it);
109                 });
110                 game_stopped = true;
111                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
112                 return 1;
113         }
114
115         if(FREEZETAG_ALIVE_TEAMS() > 1)
116                 return 0;
117
118         int winner_team = freezetag_getWinnerTeam();
119         if(winner_team > 0)
120         {
121                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
122                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
123                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
124         }
125         else if(winner_team == -1)
126         {
127                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
128                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
129         }
130
131         FOREACH_CLIENT(IS_PLAYER(it), {
132                 it.freezetag_frozen_timeout = 0;
133                 nades_Clear(it);
134         });
135
136         game_stopped = true;
137         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
138         return 1;
139 }
140
141 entity freezetag_LastPlayerForTeam(entity this)
142 {
143         entity last_pl = NULL;
144         FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
145                 if(GetResourceAmount(it, RESOURCE_HEALTH) >= 1)
146                 if(!STAT(FROZEN, it))
147                 if(SAME_TEAM(it, this))
148                 if(!last_pl)
149                         last_pl = it;
150                 else
151                         return NULL;
152         });
153         return last_pl;
154 }
155
156 void freezetag_LastPlayerForTeam_Notify(entity this)
157 {
158         if(round_handler_IsActive())
159         if(round_handler_IsRoundStarted())
160         {
161                 entity pl = freezetag_LastPlayerForTeam(this);
162                 if(pl)
163                         Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
164         }
165 }
166
167 void freezetag_Add_Score(entity targ, entity attacker)
168 {
169         if(attacker == targ)
170         {
171                 // you froze your own dumb targ
172                 // counted as "suicide" already
173                 GameRules_scoring_add(targ, SCORE, -1);
174         }
175         else if(IS_PLAYER(attacker))
176         {
177                 // got frozen by an enemy
178                 // counted as "kill" and "death" already
179                 GameRules_scoring_add(targ, SCORE, -1);
180                 GameRules_scoring_add(attacker, SCORE, +1);
181         }
182         // else nothing - got frozen by the game type rules themselves
183 }
184
185 void freezetag_Freeze(entity targ, entity attacker)
186 {
187         if(STAT(FROZEN, targ))
188                 return;
189
190         if(autocvar_g_freezetag_frozen_maxtime > 0)
191                 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
192
193         Freeze(targ, 0, 1, true);
194
195         freezetag_count_alive_players();
196
197         freezetag_Add_Score(targ, attacker);
198 }
199
200 void freezetag_Unfreeze(entity this)
201 {
202         this.freezetag_frozen_time = 0;
203         this.freezetag_frozen_timeout = 0;
204
205         Unfreeze(this);
206 }
207
208 float freezetag_isEliminated(entity e)
209 {
210         if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
211                 return true;
212         return false;
213 }
214
215
216 // ================
217 // Bot player logic
218 // ================
219
220 void(entity this) havocbot_role_ft_freeing;
221 void(entity this) havocbot_role_ft_offense;
222
223 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
224 {
225         entity best_pl = NULL;
226         float best_dist2 = FLOAT_MAX;
227         FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
228                 if (STAT(FROZEN, it) == 1)
229                 {
230                         if(vdist(it.origin - org, >, sradius))
231                                 continue;
232                         navigation_routerating(this, it, ratingscale, 2000);
233                 }
234                 else if (best_dist2
235                         && GetResourceAmount(it, RESOURCE_HEALTH) < GetResourceAmount(this, RESOURCE_HEALTH) + 30
236                         && vlen2(it.origin - org) < best_dist2)
237                 {
238                         // If teamate is not frozen still seek them out as fight better
239                         // in a group.
240                         best_dist2 = vlen2(it.origin - org);
241                         if (best_dist2 < 700 ** 2)
242                         {
243                                 best_pl = NULL;
244                                 best_dist2 = 0; // already close to a teammate
245                         }
246                         else
247                                 best_pl = it;
248                 }
249         });
250         if (best_pl)
251                 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
252 }
253
254 void havocbot_role_ft_offense(entity this)
255 {
256         if(IS_DEAD(this))
257                 return;
258
259         if (!this.havocbot_role_timeout)
260                 this.havocbot_role_timeout = time + random() * 10 + 20;
261
262         // Count how many players on team are unfrozen.
263         int unfrozen = 0;
264         FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !STAT(FROZEN, it), { unfrozen++; });
265
266         // If only one left on team or if role has timed out then start trying to free players.
267         if ((unfrozen == 0 && !STAT(FROZEN, this)) || time > this.havocbot_role_timeout)
268         {
269                 LOG_TRACE("changing role to freeing");
270                 this.havocbot_role = havocbot_role_ft_freeing;
271                 this.havocbot_role_timeout = 0;
272                 return;
273         }
274
275         if (navigation_goalrating_timeout(this))
276         {
277                 navigation_goalrating_start(this);
278                 havocbot_goalrating_items(this, 12000, this.origin, 10000);
279                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
280                 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
281                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
282                 navigation_goalrating_end(this);
283
284                 navigation_goalrating_timeout_set(this);
285         }
286 }
287
288 void havocbot_role_ft_freeing(entity this)
289 {
290         if(IS_DEAD(this))
291                 return;
292
293         if (!this.havocbot_role_timeout)
294                 this.havocbot_role_timeout = time + random() * 10 + 20;
295
296         if (time > this.havocbot_role_timeout)
297         {
298                 LOG_TRACE("changing role to offense");
299                 this.havocbot_role = havocbot_role_ft_offense;
300                 this.havocbot_role_timeout = 0;
301                 return;
302         }
303
304         if (navigation_goalrating_timeout(this))
305         {
306                 navigation_goalrating_start(this);
307                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
308                 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
309                 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
310                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
311                 navigation_goalrating_end(this);
312
313                 navigation_goalrating_timeout_set(this);
314         }
315 }
316
317
318 // ==============
319 // Hook Functions
320 // ==============
321
322 void ft_RemovePlayer(entity this)
323 {
324         SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0); // neccessary to update correctly alive stats
325         if(!STAT(FROZEN, this))
326                 freezetag_LastPlayerForTeam_Notify(this);
327         freezetag_Unfreeze(this);
328         freezetag_count_alive_players();
329 }
330
331 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
332 {
333         entity player = M_ARGV(0, entity);
334
335         ft_RemovePlayer(player);
336         return true;
337 }
338
339 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
340 {
341         entity player = M_ARGV(0, entity);
342
343         ft_RemovePlayer(player);
344 }
345
346 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
347 {
348         entity frag_attacker = M_ARGV(1, entity);
349         entity frag_target = M_ARGV(2, entity);
350         float frag_deathtype = M_ARGV(3, float);
351
352         if(round_handler_IsActive())
353         if(round_handler_CountdownRunning())
354         {
355                 if(STAT(FROZEN, frag_target))
356                         freezetag_Unfreeze(frag_target);
357                 freezetag_count_alive_players();
358                 return true; // let the player die so that he can respawn whenever he wants
359         }
360
361         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
362         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
363         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
364                 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
365         {
366                 // let the player die, he will be automatically frozen when he respawns
367                 if(STAT(FROZEN, frag_target) != 1)
368                 {
369                         freezetag_Add_Score(frag_target, frag_attacker);
370                         freezetag_count_alive_players();
371                         freezetag_LastPlayerForTeam_Notify(frag_target);
372                 }
373                 else
374                         freezetag_Unfreeze(frag_target); // remove ice
375                 SetResourceAmountExplicit(frag_target, RESOURCE_HEALTH, 0); // Unfreeze resets health
376                 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
377                 return true;
378         }
379
380         if(STAT(FROZEN, frag_target))
381                 return true;
382
383         freezetag_Freeze(frag_target, frag_attacker);
384         freezetag_LastPlayerForTeam_Notify(frag_target);
385
386         if(frag_attacker == frag_target || frag_attacker == NULL)
387         {
388                 if(IS_PLAYER(frag_target))
389                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
390                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
391         }
392         else
393         {
394                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
395         }
396
397         return true;
398 }
399
400 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
401 {
402         entity player = M_ARGV(0, entity);
403
404         if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
405                 return true; // do nothing, round is starting right now
406
407         if(player.freezetag_frozen_timeout == -2) // player was dead
408         {
409                 freezetag_Freeze(player, NULL);
410                 return true;
411         }
412
413         freezetag_count_alive_players();
414
415         if(round_handler_IsActive())
416         if(round_handler_IsRoundStarted())
417         {
418                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
419                 freezetag_Freeze(player, NULL);
420         }
421
422         return true;
423 }
424
425 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
426 {
427         FOREACH_CLIENT(IS_PLAYER(it), {
428                 CS(it).killcount = 0;
429                 it.freezetag_frozen_timeout = -1;
430                 PutClientInServer(it);
431                 it.freezetag_frozen_timeout = 0;
432         });
433         freezetag_count_alive_players();
434         return true;
435 }
436
437 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
438 {
439         M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
440         return true;
441 }
442
443 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
444 {
445         if(game_stopped)
446                 return true;
447
448         if(round_handler_IsActive())
449         if(!round_handler_IsRoundStarted())
450                 return true;
451
452         int n;
453         entity o = NULL;
454         entity player = M_ARGV(0, entity);
455         //if(STAT(FROZEN, player))
456         //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
457                 //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
458
459         if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
460                 n = -1;
461         else
462         {
463                 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
464                 n = 0;
465                 FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
466                         if(STAT(FROZEN, it) == 0)
467                         if(!IS_DEAD(it))
468                         if(SAME_TEAM(it, player))
469                         if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
470                         {
471                                 if(!o)
472                                         o = it;
473                                 if(STAT(FROZEN, player) == 1)
474                                         it.reviving = true;
475                                 ++n;
476                         }
477                 });
478
479         }
480
481         if(n && STAT(FROZEN, player) == 1) // OK, there is at least one teammate reviving us
482         {
483                 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
484                 SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
485
486                 if(STAT(REVIVE_PROGRESS, player) >= 1)
487                 {
488                         freezetag_Unfreeze(player);
489                         freezetag_count_alive_players();
490
491                         if(n == -1)
492                         {
493                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
494                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, autocvar_g_freezetag_frozen_maxtime);
495                                 return true;
496                         }
497
498                         // EVERY team mate nearby gets a point (even if multiple!)
499                         FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
500                                 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
501                                 GameRules_scoring_add(it, SCORE, +1);
502                                 nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
503                         });
504
505                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
506                         Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
507                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, o.netname);
508                 }
509
510                 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
511                         STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
512                         it.reviving = false;
513                 });
514         }
515         else if(!n && STAT(FROZEN, player) == 1) // only if no teammate is nearby will we reset
516         {
517                 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
518                 SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
519         }
520         else if(!n && !STAT(FROZEN, player))
521         {
522                 STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
523         }
524
525         return true;
526 }
527
528 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
529 {
530         start_items &= ~IT_UNLIMITED_AMMO;
531         //start_health       = warmup_start_health       = cvar("g_lms_start_health");
532         //start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
533         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
534         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
535         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
536         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
537         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
538         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
539 }
540
541 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
542 {
543         entity bot = M_ARGV(0, entity);
544
545         if (!IS_DEAD(bot))
546         {
547                 if (random() < 0.5)
548                         bot.havocbot_role = havocbot_role_ft_freeing;
549                 else
550                         bot.havocbot_role = havocbot_role_ft_offense;
551         }
552
553         // if bots spawn all at once assign them a more appropriated role after a while
554         if (CS(bot).jointime < time + 1)
555                 bot.havocbot_role_timeout = time + 10 + random() * 10;
556
557         return true;
558 }
559
560 MUTATOR_HOOKFUNCTION(ft, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
561 {
562         M_ARGV(0, float) = freezetag_teams;
563 }
564
565 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
566 {
567         // most weapons arena
568         if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
569                 M_ARGV(0, string) = "most";
570 }
571
572 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
573 {
574         entity frag_attacker = M_ARGV(0, entity);
575         entity frag_target = M_ARGV(1, entity);
576         //float frag_deathtype = M_ARGV(2, float);
577         int kill_count_to_attacker = M_ARGV(3, int);
578         int kill_count_to_target = M_ARGV(4, int);
579
580         if(STAT(FROZEN, frag_target))
581                 return; // target was already frozen, so this is just pushing them off the cliff
582
583         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
584         Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target, 
585                                                                                 GetResourceAmount(frag_attacker, RESOURCE_HEALTH), GetResourceAmount(frag_attacker, RESOURCE_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
586
587         return true;
588 }
589
590 void freezetag_Initialize()
591 {
592         freezetag_teams = autocvar_g_freezetag_teams_override;
593         if(freezetag_teams < 2)
594                 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
595
596         freezetag_teams = BITS(bound(2, freezetag_teams, 4));
597         GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
598             field(SP_FREEZETAG_REVIVALS, "revivals", 0);
599         });
600
601         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
602         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
603
604         EliminatedPlayers_Init(freezetag_isEliminated);
605 }
606 #endif