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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_freezetag.qc
1 #include "gamemode_freezetag.qh"
2
3 float autocvar_g_freezetag_frozen_maxtime;
4 float autocvar_g_freezetag_revive_clearspeed;
5 float autocvar_g_freezetag_round_timelimit;
6 //int autocvar_g_freezetag_teams;
7 int autocvar_g_freezetag_teams_override;
8 float autocvar_g_freezetag_warmup;
9
10 void freezetag_ScoreRules(int teams)
11 {
12         ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true); // SFL_SORT_PRIO_PRIMARY
13         ScoreInfo_SetLabel_PlayerScore(SP_FREEZETAG_REVIVALS, "revivals", 0);
14         ScoreRules_basics_end();
15 }
16
17 void freezetag_count_alive_players()
18 {
19         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
20         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
21                 switch(it.team)
22                 {
23                         case NUM_TEAM_1: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++redalive; break;
24                         case NUM_TEAM_2: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++bluealive; break;
25                         case NUM_TEAM_3: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++yellowalive; break;
26                         case NUM_TEAM_4: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++pinkalive; break;
27                 }
28         ));
29         FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
30                 it.redalive_stat = redalive;
31                 it.bluealive_stat = bluealive;
32                 it.yellowalive_stat = yellowalive;
33                 it.pinkalive_stat = pinkalive;
34         ));
35
36         eliminatedPlayers.SendFlags |= 1;
37 }
38 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
39 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == NumTeams(freezetag_teams))
40
41 float freezetag_CheckTeams()
42 {
43         static float prev_missing_teams_mask;
44         if(FREEZETAG_ALIVE_TEAMS_OK())
45         {
46                 if(prev_missing_teams_mask > 0)
47                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
48                 prev_missing_teams_mask = -1;
49                 return 1;
50         }
51         if(total_players == 0)
52         {
53                 if(prev_missing_teams_mask > 0)
54                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
55                 prev_missing_teams_mask = -1;
56                 return 0;
57         }
58         int missing_teams_mask = 0;
59         if(freezetag_teams & BIT(0))
60                 missing_teams_mask += (!redalive) * 1;
61         if(freezetag_teams & BIT(1))
62                 missing_teams_mask += (!bluealive) * 2;
63         if(freezetag_teams & BIT(2))
64                 missing_teams_mask += (!yellowalive) * 4;
65         if(freezetag_teams & BIT(3))
66                 missing_teams_mask += (!pinkalive) * 8;
67         if(prev_missing_teams_mask != missing_teams_mask)
68         {
69                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
70                 prev_missing_teams_mask = missing_teams_mask;
71         }
72         return 0;
73 }
74
75 float freezetag_getWinnerTeam()
76 {
77         float winner_team = 0;
78         if(redalive >= 1)
79                 winner_team = NUM_TEAM_1;
80         if(bluealive >= 1)
81         {
82                 if(winner_team) return 0;
83                 winner_team = NUM_TEAM_2;
84         }
85         if(yellowalive >= 1)
86         {
87                 if(winner_team) return 0;
88                 winner_team = NUM_TEAM_3;
89         }
90         if(pinkalive >= 1)
91         {
92                 if(winner_team) return 0;
93                 winner_team = NUM_TEAM_4;
94         }
95         if(winner_team)
96                 return winner_team;
97         return -1; // no player left
98 }
99
100 void nades_Clear(entity);
101 void nades_GiveBonus(entity player, float score);
102
103 float freezetag_CheckWinner()
104 {
105         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
106         {
107                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
108                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
109                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
110                         it.freezetag_frozen_timeout = 0;
111                         nades_Clear(it);
112                 ));
113                 game_stopped = true;
114                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
115                 return 1;
116         }
117
118         if(FREEZETAG_ALIVE_TEAMS() > 1)
119                 return 0;
120
121         int winner_team = freezetag_getWinnerTeam();
122         if(winner_team > 0)
123         {
124                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
125                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
126                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
127         }
128         else if(winner_team == -1)
129         {
130                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
131                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
132         }
133
134         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
135                 it.freezetag_frozen_timeout = 0;
136                 nades_Clear(it);
137         ));
138
139         game_stopped = true;
140         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
141         return 1;
142 }
143
144 entity freezetag_LastPlayerForTeam(entity this)
145 {
146         entity last_pl = NULL;
147         FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
148                 if(it.health >= 1)
149                 if(!STAT(FROZEN, it))
150                 if(SAME_TEAM(it, this))
151                 if(!last_pl)
152                         last_pl = it;
153                 else
154                         return NULL;
155         ));
156         return last_pl;
157 }
158
159 void freezetag_LastPlayerForTeam_Notify(entity this)
160 {
161         if(round_handler_IsActive())
162         if(round_handler_IsRoundStarted())
163         {
164                 entity pl = freezetag_LastPlayerForTeam(this);
165                 if(pl)
166                         Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
167         }
168 }
169
170 void freezetag_Add_Score(entity targ, entity attacker)
171 {
172         if(attacker == targ)
173         {
174                 // you froze your own dumb targ
175                 // counted as "suicide" already
176                 PlayerScore_Add(targ, SP_SCORE, -1);
177         }
178         else if(IS_PLAYER(attacker))
179         {
180                 // got frozen by an enemy
181                 // counted as "kill" and "death" already
182                 PlayerScore_Add(targ, SP_SCORE, -1);
183                 PlayerScore_Add(attacker, SP_SCORE, +1);
184         }
185         // else nothing - got frozen by the game type rules themselves
186 }
187
188 void freezetag_Freeze(entity targ, entity attacker)
189 {
190         if(STAT(FROZEN, targ))
191                 return;
192
193         if(autocvar_g_freezetag_frozen_maxtime > 0)
194                 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
195
196         Freeze(targ, 0, 1, true);
197
198         freezetag_count_alive_players();
199
200         freezetag_Add_Score(targ, attacker);
201 }
202
203 void freezetag_Unfreeze(entity this)
204 {
205         this.freezetag_frozen_time = 0;
206         this.freezetag_frozen_timeout = 0;
207
208         Unfreeze(this);
209 }
210
211 float freezetag_isEliminated(entity e)
212 {
213         if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
214                 return true;
215         return false;
216 }
217
218
219 // ================
220 // Bot player logic
221 // ================
222
223 void(entity this) havocbot_role_ft_freeing;
224 void(entity this) havocbot_role_ft_offense;
225
226 void havocbot_goalrating_freeplayers(entity this, float ratingscale, vector org, float sradius)
227 {
228         FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), LAMBDA(
229                 if (STAT(FROZEN, it) == 1)
230                 {
231                         if(vdist(it.origin - org, >, sradius))
232                                 continue;
233                         navigation_routerating(this, it, ratingscale, 2000);
234                 }
235                 else
236                 {
237                         // If teamate is not frozen still seek them out as fight better
238                         // in a group.
239                         navigation_routerating(this, it, ratingscale/3, 2000);
240                 }
241         ));
242 }
243
244 void havocbot_role_ft_offense(entity this)
245 {
246         if(IS_DEAD(this))
247                 return;
248
249         if (!this.havocbot_role_timeout)
250                 this.havocbot_role_timeout = time + random() * 10 + 20;
251
252         // Count how many players on team are unfrozen.
253         int unfrozen = 0;
254         FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !(STAT(FROZEN, it) != 1), LAMBDA(unfrozen++));
255
256         // If only one left on team or if role has timed out then start trying to free players.
257         if (((unfrozen == 0) && (!STAT(FROZEN, this))) || (time > this.havocbot_role_timeout))
258         {
259                 LOG_TRACE("changing role to freeing");
260                 this.havocbot_role = havocbot_role_ft_freeing;
261                 this.havocbot_role_timeout = 0;
262                 return;
263         }
264
265         if (time > this.bot_strategytime)
266         {
267                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
268
269                 navigation_goalrating_start(this);
270                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
271                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
272                 havocbot_goalrating_freeplayers(this, 9000, this.origin, 10000);
273                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
274                 navigation_goalrating_end(this);
275         }
276 }
277
278 void havocbot_role_ft_freeing(entity this)
279 {
280         if(IS_DEAD(this))
281                 return;
282
283         if (!this.havocbot_role_timeout)
284                 this.havocbot_role_timeout = time + random() * 10 + 20;
285
286         if (time > this.havocbot_role_timeout)
287         {
288                 LOG_TRACE("changing role to offense");
289                 this.havocbot_role = havocbot_role_ft_offense;
290                 this.havocbot_role_timeout = 0;
291                 return;
292         }
293
294         if (time > this.bot_strategytime)
295         {
296                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
297
298                 navigation_goalrating_start(this);
299                 havocbot_goalrating_items(this, 8000, this.origin, 10000);
300                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
301                 havocbot_goalrating_freeplayers(this, 20000, this.origin, 10000);
302                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
303                 navigation_goalrating_end(this);
304         }
305 }
306
307
308 // ==============
309 // Hook Functions
310 // ==============
311
312 void ft_RemovePlayer(entity this)
313 {
314         this.health = 0; // neccessary to update correctly alive stats
315         if(!STAT(FROZEN, this))
316                 freezetag_LastPlayerForTeam_Notify(this);
317         freezetag_Unfreeze(this);
318         freezetag_count_alive_players();
319 }
320
321 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
322 {
323         entity player = M_ARGV(0, entity);
324
325         ft_RemovePlayer(player);
326         return true;
327 }
328
329 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
330 {
331         entity player = M_ARGV(0, entity);
332
333         ft_RemovePlayer(player);
334 }
335
336 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
337 {
338         entity frag_attacker = M_ARGV(1, entity);
339         entity frag_target = M_ARGV(2, entity);
340         float frag_deathtype = M_ARGV(3, float);
341
342         if(round_handler_IsActive())
343         if(round_handler_CountdownRunning())
344         {
345                 if(STAT(FROZEN, frag_target))
346                         freezetag_Unfreeze(frag_target);
347                 freezetag_count_alive_players();
348                 return true; // let the player die so that he can respawn whenever he wants
349         }
350
351         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
352         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
353         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
354                 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
355         {
356                 // let the player die, he will be automatically frozen when he respawns
357                 if(STAT(FROZEN, frag_target) != 1)
358                 {
359                         freezetag_Add_Score(frag_target, frag_attacker);
360                         freezetag_count_alive_players();
361                         freezetag_LastPlayerForTeam_Notify(frag_target);
362                 }
363                 else
364                         freezetag_Unfreeze(frag_target); // remove ice
365                 frag_target.health = 0; // Unfreeze resets health
366                 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
367                 return true;
368         }
369
370         if(STAT(FROZEN, frag_target))
371                 return true;
372
373         freezetag_Freeze(frag_target, frag_attacker);
374         freezetag_LastPlayerForTeam_Notify(frag_target);
375
376         if(frag_attacker == frag_target || frag_attacker == NULL)
377         {
378                 if(IS_PLAYER(frag_target))
379                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
380                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
381         }
382         else
383         {
384                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
385         }
386
387         return true;
388 }
389
390 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
391 {
392         entity player = M_ARGV(0, entity);
393
394         if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
395                 return true; // do nothing, round is starting right now
396
397         if(player.freezetag_frozen_timeout == -2) // player was dead
398         {
399                 freezetag_Freeze(player, NULL);
400                 return true;
401         }
402
403         freezetag_count_alive_players();
404
405         if(round_handler_IsActive())
406         if(round_handler_IsRoundStarted())
407         {
408                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
409                 freezetag_Freeze(player, NULL);
410         }
411
412         return true;
413 }
414
415 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
416 {
417         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
418                 it.killcount = 0;
419                 it.freezetag_frozen_timeout = -1;
420                 PutClientInServer(it);
421                 it.freezetag_frozen_timeout = 0;
422         ));
423         freezetag_count_alive_players();
424         return true;
425 }
426
427 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
428 {
429         M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
430         return true;
431 }
432
433 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
434 {
435         if(game_stopped)
436                 return true;
437
438         if(round_handler_IsActive())
439         if(!round_handler_IsRoundStarted())
440                 return true;
441
442         int n;
443         entity o = NULL;
444         entity player = M_ARGV(0, entity);
445         //if(STAT(FROZEN, player))
446         //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
447                 //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);
448
449         if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
450                 n = -1;
451         else
452         {
453                 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
454                 n = 0;
455                 FOREACH_CLIENT(IS_PLAYER(it) && it != player, LAMBDA(
456                         if(STAT(FROZEN, it) == 0)
457                         if(!IS_DEAD(it))
458                         if(SAME_TEAM(it, player))
459                         if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
460                         {
461                                 if(!o)
462                                         o = it;
463                                 if(STAT(FROZEN, player) == 1)
464                                         it.reviving = true;
465                                 ++n;
466                         }
467                 ));
468
469         }
470
471         if(n && STAT(FROZEN, player) == 1) // OK, there is at least one teammate reviving us
472         {
473                 player.revive_progress = bound(0, player.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
474                 player.health = max(1, player.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
475
476                 if(player.revive_progress >= 1)
477                 {
478                         freezetag_Unfreeze(player);
479                         freezetag_count_alive_players();
480
481                         if(n == -1)
482                         {
483                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
484                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, autocvar_g_freezetag_frozen_maxtime);
485                                 return true;
486                         }
487
488                         // EVERY team mate nearby gets a point (even if multiple!)
489                         FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
490                                 PlayerScore_Add(it, SP_FREEZETAG_REVIVALS, +1);
491                                 PlayerScore_Add(it, SP_SCORE, +1);
492                                 nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
493                         ));
494
495                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
496                         Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
497                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, o.netname);
498                 }
499
500                 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
501                         it.revive_progress = player.revive_progress;
502                         it.reviving = false;
503                 ));
504         }
505         else if(!n && STAT(FROZEN, player) == 1) // only if no teammate is nearby will we reset
506         {
507                 player.revive_progress = bound(0, player.revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
508                 player.health = max(1, player.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
509         }
510         else if(!n && !STAT(FROZEN, player))
511         {
512                 player.revive_progress = 0; // thawing nobody
513         }
514
515         return true;
516 }
517
518 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
519 {
520         start_items &= ~IT_UNLIMITED_AMMO;
521         //start_health       = warmup_start_health       = cvar("g_lms_start_health");
522         //start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
523         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
524         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
525         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
526         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
527         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
528         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
529 }
530
531 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
532 {
533         entity bot = M_ARGV(0, entity);
534
535         if (!IS_DEAD(bot))
536         {
537                 if (random() < 0.5)
538                         bot.havocbot_role = havocbot_role_ft_freeing;
539                 else
540                         bot.havocbot_role = havocbot_role_ft_offense;
541         }
542
543         return true;
544 }
545
546 MUTATOR_HOOKFUNCTION(ft, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
547 {
548         M_ARGV(0, float) = freezetag_teams;
549 }
550
551 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
552 {
553         // most weapons arena
554         if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
555                 M_ARGV(0, string) = "most";
556 }
557
558 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
559 {
560         entity frag_attacker = M_ARGV(0, entity);
561         entity frag_target = M_ARGV(1, entity);
562         //float frag_deathtype = M_ARGV(2, float);
563         int kill_count_to_attacker = M_ARGV(3, int);
564         int kill_count_to_target = M_ARGV(4, int);
565
566         if(STAT(FROZEN, frag_target))
567                 return; // target was already frozen, so this is just pushing them off the cliff
568
569         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : frag_target.ping));
570         Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target, frag_attacker.health, frag_attacker.armorvalue, (IS_BOT_CLIENT(frag_attacker) ? -1 : frag_attacker.ping));
571
572         return true;
573 }
574
575 void freezetag_Initialize()
576 {
577         freezetag_teams = autocvar_g_freezetag_teams_override;
578         if(freezetag_teams < 2)
579                 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
580         freezetag_teams = bound(2, freezetag_teams, 4);
581
582         int teams = 0;
583         if(freezetag_teams >= 1) teams |= BIT(0);
584         if(freezetag_teams >= 2) teams |= BIT(1);
585         if(freezetag_teams >= 3) teams |= BIT(2);
586         if(freezetag_teams >= 4) teams |= BIT(3);
587
588         freezetag_teams = teams; // now set it?
589         freezetag_ScoreRules(freezetag_teams);
590
591         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
592         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
593
594         EliminatedPlayers_Init(freezetag_isEliminated);
595 }