1 #include "sv_freezetag.qh"
3 #include <server/elimination.qh>
4 #include <server/resources.qh>
6 float autocvar_g_freezetag_frozen_maxtime;
7 float autocvar_g_freezetag_revive_clearspeed;
8 float autocvar_g_freezetag_round_timelimit;
9 //int autocvar_g_freezetag_teams;
10 int autocvar_g_freezetag_teams_override;
11 float autocvar_g_freezetag_warmup;
13 float autocvar_g_ft_start_health = 100;
14 float autocvar_g_ft_start_armor = 100;
15 float autocvar_g_ft_start_ammo_shells = 60;
16 float autocvar_g_ft_start_ammo_nails = 320;
17 float autocvar_g_ft_start_ammo_rockets = 160;
18 float autocvar_g_ft_start_ammo_cells = 180;
19 float autocvar_g_ft_start_ammo_plasma = 180;
20 float autocvar_g_ft_start_ammo_fuel = 0;
22 void freezetag_count_alive_players()
25 for (int i = 1; i <= NUM_TEAMS; ++i)
27 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
29 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
32 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
36 entity team_ = Entity_GetTeam(it);
37 int num_alive = Team_GetNumberOfAlivePlayers(team_);
39 Team_SetNumberOfAlivePlayers(team_, num_alive);
41 FOREACH_CLIENT(IS_REAL_CLIENT(it),
43 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1));
44 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
45 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
46 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
49 eliminatedPlayers.SendFlags |= 1;
52 bool freezetag_CheckTeams()
54 static float prev_missing_teams_mask;
55 if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
57 if(prev_missing_teams_mask > 0)
58 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
59 prev_missing_teams_mask = -1;
62 if(total_players == 0)
64 if(prev_missing_teams_mask > 0)
65 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
66 prev_missing_teams_mask = -1;
69 int missing_teams_mask = 0;
70 for (int i = 1; i <= NUM_TEAMS; ++i)
72 if ((freezetag_teams & Team_IndexToBit(i)) &&
73 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
75 missing_teams_mask |= Team_IndexToBit(i);
78 if(prev_missing_teams_mask != missing_teams_mask)
80 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
81 prev_missing_teams_mask = missing_teams_mask;
86 void nades_Clear(entity);
87 void nades_GiveBonus(entity player, float score);
89 entity freezetag_LastPlayer(float tm)
91 entity last_pl = NULL;
92 FOREACH_CLIENT(IS_PLAYER(it) && it.team == tm, {
93 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
104 bool freezetag_CheckWinner()
106 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
108 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
109 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
110 Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_ROUND_OVER);
112 FOREACH_CLIENT(IS_PLAYER(it), {
113 it.freezetag_frozen_timeout = 0;
114 it.freezetag_revive_time = 0;
117 if(autocvar_g_freezetag_round_stop)
119 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
123 int winner_team = Team_GetWinnerAliveTeam();
129 entity last_pl = freezetag_LastPlayer(winner_team);
131 Give_Medal(last_pl, DEFENSE);
134 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_SCORES));
135 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_SCORES));
136 TeamScore_AddToTeam(winner_team, ST_FT_ROUNDS, +1);
137 if(fragsleft > 1) AnnounceScores(winner_team);
139 else if(winner_team == -1)
141 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
142 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
143 Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_ROUND_TIED);
146 FOREACH_CLIENT(IS_PLAYER(it), {
147 it.freezetag_frozen_timeout = 0;
148 it.freezetag_revive_time = 0;
152 if(autocvar_g_freezetag_round_stop)
154 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
158 entity freezetag_LastPlayerForTeam(entity this)
160 entity last_pl = NULL;
161 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
162 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
173 void freezetag_LastPlayerForTeam_Notify(entity this)
175 if(round_handler_IsActive())
176 if(round_handler_IsRoundStarted())
178 entity pl = freezetag_LastPlayerForTeam(this);
180 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
181 Send_Notification(NOTIF_ONE, pl, MSG_ANNCE, ANNCE_ALONE);
186 void freezetag_Add_Score(entity targ, entity attacker)
190 // you froze your own dumb self
191 // counted as "suicide" already
192 GameRules_scoring_add(targ, SCORE, -1);
194 else if(IS_PLAYER(attacker))
196 // got frozen by an enemy
197 // counted as "kill" and "death" already
198 GameRules_scoring_add(targ, SCORE, -1);
199 GameRules_scoring_add(attacker, SCORE, +1);
201 // else nothing - got frozen by the game type rules themselves
204 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
205 void freezetag_Freeze(entity targ, entity attacker)
207 if(STAT(FROZEN, targ))
210 targ.freezetag_frozen_time = time;
211 if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
212 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
214 Freeze(targ, 0, FROZEN_NORMAL, true);
216 freezetag_count_alive_players();
218 freezetag_Add_Score(targ, attacker);
221 bool freezetag_isEliminated(entity e)
223 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
233 void(entity this) havocbot_role_ft_freeing;
234 void(entity this) havocbot_role_ft_offense;
236 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
238 entity best_pl = NULL;
239 float best_dist2 = FLOAT_MAX;
240 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
241 if (STAT(FROZEN, it) == FROZEN_NORMAL)
243 if(vdist(it.origin - org, >, sradius))
245 navigation_routerating(this, it, ratingscale, 2000);
248 && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
249 && vlen2(it.origin - org) < best_dist2)
251 // If teamate is not frozen still seek them out as fight better
253 best_dist2 = vlen2(it.origin - org);
254 if (best_dist2 < 700 ** 2)
257 best_dist2 = 0; // already close to a teammate
264 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
267 void havocbot_role_ft_offense(entity this)
272 if (!this.havocbot_role_timeout)
273 this.havocbot_role_timeout = time + random() * 10 + 20;
275 // Count how many players on team are unfrozen.
277 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
281 // If only one left on team or if role has timed out then start trying to free players.
282 if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
284 LOG_TRACE("changing role to freeing");
285 this.havocbot_role = havocbot_role_ft_freeing;
286 this.havocbot_role_timeout = 0;
290 if (navigation_goalrating_timeout(this))
292 navigation_goalrating_start(this);
293 havocbot_goalrating_items(this, 12000, this.origin, 10000);
294 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
295 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
296 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
297 navigation_goalrating_end(this);
299 navigation_goalrating_timeout_set(this);
303 void havocbot_role_ft_freeing(entity this)
308 if (!this.havocbot_role_timeout)
309 this.havocbot_role_timeout = time + random() * 10 + 20;
311 if (time > this.havocbot_role_timeout)
313 LOG_TRACE("changing role to offense");
314 this.havocbot_role = havocbot_role_ft_offense;
315 this.havocbot_role_timeout = 0;
319 if (navigation_goalrating_timeout(this))
321 navigation_goalrating_start(this);
322 havocbot_goalrating_items(this, 10000, this.origin, 10000);
323 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
324 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
325 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
326 navigation_goalrating_end(this);
328 navigation_goalrating_timeout_set(this);
337 void ft_RemovePlayer(entity this)
339 if (STAT(FROZEN, this) != FROZEN_NORMAL)
340 freezetag_LastPlayerForTeam_Notify(this);
341 Unfreeze(this, false);
343 SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
344 freezetag_count_alive_players();
347 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
349 entity player = M_ARGV(0, entity);
351 ft_RemovePlayer(player);
355 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
357 entity player = M_ARGV(0, entity);
359 ft_RemovePlayer(player);
362 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
364 entity frag_attacker = M_ARGV(1, entity);
365 entity frag_target = M_ARGV(2, entity);
366 float frag_deathtype = M_ARGV(3, float);
368 if(round_handler_IsActive())
369 if(round_handler_CountdownRunning())
371 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
372 Unfreeze(frag_target, true);
373 freezetag_count_alive_players();
374 frag_target.respawn_time = time;
375 frag_target.respawn_flags |= RESPAWN_FORCE;
379 frag_target.respawn_time = time + 1;
380 frag_target.respawn_flags |= RESPAWN_FORCE;
382 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
383 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
384 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
385 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
387 // let the player die, he will be automatically frozen when he respawns
388 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
390 freezetag_Add_Score(frag_target, frag_attacker);
391 freezetag_count_alive_players();
392 freezetag_LastPlayerForTeam_Notify(frag_target);
393 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
397 float t = frag_target.freezetag_frozen_timeout;
398 float t2 = frag_target.freezetag_frozen_time;
399 Unfreeze(frag_target, false); // remove ice
400 // keep timeout value so it can be restored when player will be refrozen on respawn
401 // NOTE this can't be exactly -2 since game starts from time 2
402 frag_target.freezetag_frozen_timeout = -t;
403 frag_target.freezetag_frozen_time = t2;
408 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
411 freezetag_Freeze(frag_target, frag_attacker);
412 freezetag_LastPlayerForTeam_Notify(frag_target);
414 if(frag_attacker == frag_target || frag_attacker == NULL)
416 if(IS_PLAYER(frag_target))
417 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
418 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
422 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
428 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
430 entity player = M_ARGV(0, entity);
432 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
433 return true; // do nothing, round is starting right now
435 if(player.freezetag_frozen_timeout <= -2) // player was dead
437 float t = player.freezetag_frozen_timeout;
438 float t2 = player.freezetag_frozen_time;
439 freezetag_Freeze(player, NULL);
442 player.freezetag_frozen_timeout = -t;
443 player.freezetag_frozen_time = t2;
448 freezetag_count_alive_players();
450 if(round_handler_IsActive())
451 if(round_handler_IsRoundStarted())
453 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
454 freezetag_Freeze(player, NULL);
460 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
462 FOREACH_CLIENT(IS_PLAYER(it), {
463 CS(it).killcount = 0;
465 if(autocvar_g_freezetag_round_respawn) {
466 it.freezetag_frozen_timeout = -1;
467 PutClientInServer(it);
469 ResetPlayerResources(it);
472 it.freezetag_frozen_timeout = 0;
474 freezetag_count_alive_players();
478 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
480 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
484 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
486 entity targ = M_ARGV(0, entity);
487 targ.freezetag_frozen_time = 0;
488 targ.freezetag_frozen_timeout = 0;
491 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
493 entity frag_attacker = M_ARGV(1, entity);
494 entity frag_target = M_ARGV(2, entity);
495 //float frag_deathtype = M_ARGV(3, float);
496 //float frag_damage = M_ARGV(4, float);
497 vector frag_force = M_ARGV(6, vector);
499 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
500 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
503 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
504 && frag_target.freezetag_frozen_timeout > time)
506 if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
508 float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
509 t = vlen(frag_force);
510 // limit hit force considered at once, e.g when you have the Strength
511 // powerup but also with weapons that fire multiple projectiles at once (crylink)
512 if (frag_target.freezetag_frozen_force + t > maxforce)
514 t = max(0, maxforce - frag_target.freezetag_frozen_force);
515 frag_target.freezetag_frozen_force = maxforce;
518 frag_target.freezetag_frozen_force += t;
519 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
521 frag_target.freezetag_frozen_timeout -= t;
522 if (frag_target.freezetag_frozen_timeout < time)
523 frag_target.freezetag_frozen_timeout = time;
528 #ifdef IN_REVIVING_RANGE
529 #undef IN_REVIVING_RANGE
532 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
533 (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
534 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
536 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
541 if(round_handler_IsActive())
542 if(!round_handler_IsRoundStarted())
545 entity player = M_ARGV(0, entity);
546 //if (STAT(FROZEN, player) == FROZEN_NORMAL)
547 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
548 //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);
550 player.freezetag_frozen_force = 0;
552 if (!(frametime && IS_PLAYER(player)))
555 entity revivers_last = NULL;
556 entity revivers_first = NULL;
558 bool player_is_reviving = false;
560 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
561 FOREACH_CLIENT(IS_PLAYER(it), {
562 // check if player is reviving anyone
563 if (STAT(FROZEN, it) == FROZEN_NORMAL)
565 if ((STAT(FROZEN, player) == FROZEN_NORMAL))
567 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
569 player_is_reviving = true;
573 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
574 continue; // both player and it are NOT frozen
575 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
578 // found a teammate that is reviving player
579 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
581 it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
582 while (it.freezetag_revive_time > 1)
584 GameRules_scoring_add(it, SCORE, +1);
585 it.freezetag_revive_time -= 1;
589 revivers_last.chain = it;
596 revivers_last.chain = NULL;
598 // allow normal revival during automatic revival
599 // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
600 //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
601 if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
604 float base_progress = 0;
605 if (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
606 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
608 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
609 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
612 if (!n) // no teammate nearby
614 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
615 if (STAT(FROZEN, player) == FROZEN_NORMAL)
617 if (autocvar_g_freezetag_revive_time_to_score > 0)
619 if (STAT(REVIVE_PROGRESS, player) > base_progress)
621 // reduce auto-revival time based on manual revival progress
622 base_progress = STAT(REVIVE_PROGRESS, player);
623 player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
625 // don't clear revive progress, it would allow stacking points
626 // by entering and exiting the revival zone many times
627 STAT(REVIVE_PROGRESS, player) = base_progress;
630 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
632 else if (!STAT(FROZEN, player) && !player_is_reviving)
633 STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
635 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
637 float spd = autocvar_g_freezetag_revive_speed_t2s;
638 if (autocvar_g_freezetag_revive_time_to_score <= 0)
639 spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
640 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
642 if(STAT(REVIVE_PROGRESS, player) >= 1)
644 float frozen_time = time - player.freezetag_frozen_time;
645 Unfreeze(player, false);
646 SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
647 player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
648 freezetag_count_alive_players();
652 if(autocvar_sv_eventlog)
653 GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
654 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
655 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
659 // EVERY team mate nearby gets a point (even if multiple!)
660 for(entity it = revivers_first; it; it = it.chain)
662 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
663 if (autocvar_g_freezetag_revive_time_to_score <= 0)
664 GameRules_scoring_add(it, SCORE, +1);
665 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
668 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
669 Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
670 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
671 Give_Medal(revivers_first, ASSIST);
672 if(autocvar_sv_eventlog)
674 string revivers = "";
675 for(entity it = revivers_first; it; it = it.chain)
676 revivers = strcat(revivers, ftos(it.playerid), ",");
677 revivers = substring(revivers, 0, strlen(revivers) - 1);
678 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
682 for(entity it = revivers_first; it; it = it.chain)
683 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
686 if (STAT(FROZEN, player) == FROZEN_NORMAL)
688 entity player_wp = player.waypointsprite_attached;
689 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
691 WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
692 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
696 WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
697 WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
700 WaypointSprite_UpdateMaxHealth(player_wp, 1);
701 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
707 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
709 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
710 if(!cvar("g_use_ammunition"))
711 start_items |= IT_UNLIMITED_AMMO;
713 start_health = warmup_start_health = autocvar_g_ft_start_health;
714 start_armorvalue = warmup_start_armorvalue = autocvar_g_ft_start_armor;
715 start_ammo_shells = warmup_start_ammo_shells = autocvar_g_ft_start_ammo_shells;
716 start_ammo_nails = warmup_start_ammo_nails = autocvar_g_ft_start_ammo_nails;
717 start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
718 start_ammo_cells = warmup_start_ammo_cells = autocvar_g_ft_start_ammo_cells;
719 start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_ft_start_ammo_plasma;
720 start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_ft_start_ammo_fuel;
723 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
725 entity bot = M_ARGV(0, entity);
730 bot.havocbot_role = havocbot_role_ft_freeing;
732 bot.havocbot_role = havocbot_role_ft_offense;
735 // if bots spawn all at once assign them a more appropriated role after a while
736 if (time < CS(bot).jointime + 1)
737 bot.havocbot_role_timeout = time + 10 + random() * 10;
742 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
744 M_ARGV(0, float) = freezetag_teams;
748 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
750 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
751 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
754 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
756 entity frag_attacker = M_ARGV(0, entity);
757 entity frag_target = M_ARGV(1, entity);
758 //float frag_deathtype = M_ARGV(2, float);
759 int kill_count_to_attacker = M_ARGV(3, int);
760 int kill_count_to_target = M_ARGV(4, int);
762 if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
763 return; // target was already frozen, so this is just pushing them off the cliff
765 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));
766 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
767 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
772 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
774 string cmd_name = M_ARGV(0, string);
775 if (cmd_name == "shuffleteams")
776 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
780 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
782 // announce remaining frags
786 void freezetag_Initialize()
788 freezetag_teams = autocvar_g_freezetag_teams_override;
789 if(freezetag_teams < 2)
790 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
792 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
793 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
794 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
795 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
798 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
799 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
801 EliminatedPlayers_Init(freezetag_isEliminated);