1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
7 void freezetag_CheckWinner()
9 if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
12 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
13 return; // already waiting for next round to start
15 if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
16 || (redalive >= 1 && yellowalive >= 1)
17 || (redalive >= 1 && pinkalive >= 1)
18 || (bluealive >= 1 && yellowalive >= 1)
19 || (bluealive >= 1 && pinkalive >= 1)
20 || (yellowalive >= 1 && pinkalive >= 1))
21 return; // we still have active players on two or more teams, nobody won yet
28 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
31 break; // break, we found the winner
35 if(winner != world) // just in case a winner wasn't found
37 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
38 if(winner.team == COLOR_TEAM1)
39 teamname = "^1Red Team";
40 else if(winner.team == COLOR_TEAM2)
41 teamname = "^4Blue Team";
42 else if(winner.team == COLOR_TEAM3)
43 teamname = "^3Yellow Team";
45 teamname = "^6Pink Team";
47 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
49 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
52 next_round = time + 5;
55 // this is needed to allow the player to turn his view around (fixangle can't
56 // be used to freeze his view, as that also changes the angles), while not
57 // turning that ice object with the player
58 void freezetag_Ice_Think()
60 setorigin(self, self.owner.origin - '0 0 16');
61 self.nextthink = time;
64 void freezetag_Freeze()
66 self.freezetag_frozen = 1;
71 ice.classname = "freezetag_ice";
72 ice.think = freezetag_Ice_Think;
74 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
75 setmodel(ice, "models/ice/ice.md3");
80 freezetag_Ice_Think();
84 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
85 if(self.waypointsprite_attached)
87 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
91 void freezetag_Unfreeze()
93 self.freezetag_frozen = 0;
95 // remove the ice block
97 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
104 if(self.waypointsprite_attached)
105 WaypointSprite_Kill(self.waypointsprite_attached);
108 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
110 if(self.freezetag_frozen == 0)
112 if(self.team == COLOR_TEAM1)
114 else if(self.team == COLOR_TEAM2)
116 else if(self.team == COLOR_TEAM3)
118 else if(self.team == COLOR_TEAM4)
123 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)
124 freezetag_CheckWinner();
126 freezetag_Unfreeze();
131 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
133 if(self.freezetag_frozen == 0)
135 if(self.team == COLOR_TEAM1)
137 else if(self.team == COLOR_TEAM2)
139 else if(self.team == COLOR_TEAM3)
141 else if(self.team == COLOR_TEAM4)
148 if(frag_attacker.classname == STR_PLAYER)
149 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
151 if(frag_attacker == frag_target || frag_attacker == world)
153 if(frag_target.classname == STR_PLAYER)
154 centerprint(frag_target, "^1You froze yourself.\n");
155 bprint("^7", frag_target.netname, "^1 froze himself.\n");
159 if(frag_target.classname == STR_PLAYER)
160 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
161 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
164 frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
166 freezetag_CheckWinner();
171 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
173 freezetag_Unfreeze(); // start by making sure that all ice blocks are removed
175 if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
176 if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
181 if(warmup && time > warmup) // spawn too late, freeze player
183 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
190 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
192 frag_score = 0; // no frags counted in Freeze Tag
196 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
198 vector revive_extra_size;
199 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
201 float teammate_nearby;
202 FOR_EACH_PLAYER(other) if(self != other)
204 if(other.freezetag_frozen == 0)
206 if(other.team == self.team)
208 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
215 if(teammate_nearby && self.freezetag_frozen == 1) // OK, there is at least one teammate reviving us
217 if(self.freezetag_beginrevive_time == -9999) // initialize values if this is the first frame of revival
219 self.freezetag_beginrevive_time = time;
220 self.freezetag_revive_progress = 0;
224 self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / autocvar_g_freezetag_revive_time;
225 if(time - self.freezetag_beginrevive_time >= autocvar_g_freezetag_revive_time)
227 freezetag_Unfreeze();
229 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
230 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
231 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
233 self.freezetag_beginrevive_time = -9999;
234 self.freezetag_revive_progress = 0;
237 // now find EVERY teammate within reviving radius, set their revive_progress values correct
238 FOR_EACH_PLAYER(other) if(self != other)
240 if(other.freezetag_frozen == 0)
242 if(other.team == self.team)
244 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
246 other.freezetag_revive_progress = self.freezetag_revive_progress;
251 else if(!teammate_nearby) // only if no teammate is nearby will we reset
253 self.freezetag_beginrevive_time = -9999;
254 self.freezetag_revive_progress = 0;
260 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
262 if(self.freezetag_frozen)
264 self.movement = '0 0 0';
265 self.disableclientprediction = 1;
270 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
274 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
277 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
283 MUTATOR_DEFINITION(gamemode_freezetag)
285 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
286 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
287 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
288 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
289 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
290 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
291 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
292 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
296 if(time > 1) // game loads at time 1
297 error("This is a game type and it cannot be added at runtime.");
299 freezetag_Initialize();
305 error("This is a game type and it cannot be removed at runtime.");