1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
5 ScoreRules_freezetag();
8 void freezetag_CheckWinner()
10 if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
13 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
14 return; // already waiting for next round to start
16 if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
17 || (redalive >= 1 && yellowalive >= 1)
18 || (redalive >= 1 && pinkalive >= 1)
19 || (bluealive >= 1 && yellowalive >= 1)
20 || (bluealive >= 1 && pinkalive >= 1)
21 || (yellowalive >= 1 && pinkalive >= 1))
22 return; // we still have active players on two or more teams, nobody won yet
29 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
32 break; // break, we found the winner
36 if(winner != world) // just in case a winner wasn't found
38 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
39 if(winner.team == COLOR_TEAM1)
40 teamname = "^1Red Team";
41 else if(winner.team == COLOR_TEAM2)
42 teamname = "^4Blue Team";
43 else if(winner.team == COLOR_TEAM3)
44 teamname = "^3Yellow Team";
46 teamname = "^6Pink Team";
48 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
50 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
53 next_round = time + 5;
56 // this is needed to allow the player to turn his view around (fixangle can't
57 // be used to freeze his view, as that also changes the angles), while not
58 // turning that ice object with the player
59 void freezetag_Ice_Think()
61 setorigin(self, self.owner.origin - '0 0 16');
62 self.nextthink = time;
65 void freezetag_Freeze(entity attacker)
67 self.freezetag_frozen = 1;
72 ice.classname = "freezetag_ice";
73 ice.think = freezetag_Ice_Think;
75 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
76 setmodel(ice, "models/ice/ice.md3");
81 freezetag_Ice_Think();
85 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
86 if(self.waypointsprite_attached)
88 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
93 // you froze your own dumb self
94 // counted as "suicide" already
95 PlayerScore_Add(self, SP_SCORE, -1);
97 else if(attacker.classname == "player")
99 // got frozen by an enemy
100 // counted as "kill" and "death" already
101 PlayerScore_Add(self, SP_SCORE, -1);
102 PlayerScore_Add(attacker, SP_SCORE, +1);
106 // nothing - got frozen by the game type rules themselves
110 void freezetag_Unfreeze(entity attacker)
112 self.freezetag_frozen = 0;
114 if(attacker.classname == "player")
116 PlayerScore_Add(attacker, SP_FREEZETAG_REVIVALS, +1);
117 PlayerScore_Add(attacker, SP_SCORE, +1);
120 // remove the ice block
122 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
129 if(self.waypointsprite_attached)
130 WaypointSprite_Kill(self.waypointsprite_attached);
133 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
135 if(self.freezetag_frozen == 0)
137 if(self.team == COLOR_TEAM1)
139 else if(self.team == COLOR_TEAM2)
141 else if(self.team == COLOR_TEAM3)
143 else if(self.team == COLOR_TEAM4)
148 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)
149 freezetag_CheckWinner();
151 freezetag_Unfreeze(world);
156 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
158 if(self.freezetag_frozen == 0)
160 if(self.team == COLOR_TEAM1)
162 else if(self.team == COLOR_TEAM2)
164 else if(self.team == COLOR_TEAM3)
166 else if(self.team == COLOR_TEAM4)
170 freezetag_Freeze(frag_attacker);
173 if(frag_attacker.classname == STR_PLAYER)
174 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
176 if(frag_attacker == frag_target || frag_attacker == world)
178 if(frag_target.classname == STR_PLAYER)
179 centerprint(frag_target, "^1You froze yourself.\n");
180 bprint("^7", frag_target.netname, "^1 froze himself.\n");
184 if(frag_target.classname == STR_PLAYER)
185 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
186 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
189 frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
191 freezetag_CheckWinner();
196 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
198 freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
200 if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
201 if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
206 if(warmup && time > warmup) // spawn too late, freeze player
208 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
209 freezetag_Freeze(world);
215 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
217 frag_score = 0; // no frags counted in Freeze Tag
221 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
223 vector revive_extra_size;
224 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
226 float teammate_nearby;
227 FOR_EACH_PLAYER(other) if(self != other)
229 if(other.freezetag_frozen == 0)
231 if(other.team == self.team)
233 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
240 if(teammate_nearby && self.freezetag_frozen == 1) // OK, there is at least one teammate reviving us
242 if(self.freezetag_beginrevive_time == -9999) // initialize values if this is the first frame of revival
244 self.freezetag_beginrevive_time = time;
245 self.freezetag_revive_progress = 0;
249 self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / autocvar_g_freezetag_revive_time;
250 if(time - self.freezetag_beginrevive_time >= autocvar_g_freezetag_revive_time)
252 freezetag_Unfreeze(self);
254 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
255 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
256 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
258 self.freezetag_beginrevive_time = -9999;
259 self.freezetag_revive_progress = 0;
262 // now find EVERY teammate within reviving radius, set their revive_progress values correct
263 FOR_EACH_PLAYER(other) if(self != other)
265 if(other.freezetag_frozen == 0)
267 if(other.team == self.team)
269 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
271 other.freezetag_revive_progress = self.freezetag_revive_progress;
276 else if(!teammate_nearby) // only if no teammate is nearby will we reset
278 self.freezetag_beginrevive_time = -9999;
279 self.freezetag_revive_progress = 0;
285 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
287 if(self.freezetag_frozen)
289 self.movement = '0 0 0';
290 self.disableclientprediction = 1;
295 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
299 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
302 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
308 MUTATOR_DEFINITION(gamemode_freezetag)
310 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
311 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
312 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
313 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
314 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
315 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
316 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
317 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
321 if(time > 1) // game loads at time 1
322 error("This is a game type and it cannot be added at runtime.");
324 freezetag_Initialize();
330 error("This is a game type and it cannot be removed at runtime.");