void freezetag_Initialize() { precache_model("models/ice/ice.md3"); warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup; ScoreRules_freezetag(); } void freezetag_CheckWinner() { if(time <= game_starttime) // game didn't even start yet! nobody can win in that case. return; if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup)) return; // already waiting for next round to start if((redalive >= 1 && bluealive >= 1) // counted in arena.qc || (redalive >= 1 && yellowalive >= 1) || (redalive >= 1 && pinkalive >= 1) || (bluealive >= 1 && yellowalive >= 1) || (bluealive >= 1 && pinkalive >= 1) || (yellowalive >= 1 && pinkalive >= 1)) return; // we still have active players on two or more teams, nobody won yet entity e, winner; string teamname; winner = world; FOR_EACH_PLAYER(e) { if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good { winner = e; break; // break, we found the winner } } if(winner != world) // just in case a winner wasn't found { if(winner.team == COLOR_TEAM1) teamname = "^1Red Team"; else if(winner.team == COLOR_TEAM2) teamname = "^4Blue Team"; else if(winner.team == COLOR_TEAM3) teamname = "^3Yellow Team"; else teamname = "^6Pink Team"; FOR_EACH_PLAYER(e) { centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n")); } bprint(teamname, "^5 wins the round since all the other teams were frozen.\n"); TeamScore_AddToTeam(winner.team, ST_SCORE, +1); } next_round = time + 5; } // this is needed to allow the player to turn his view around (fixangle can't // be used to freeze his view, as that also changes the angles), while not // turning that ice object with the player void freezetag_Ice_Think() { setorigin(self, self.owner.origin - '0 0 16'); self.nextthink = time; } void freezetag_Freeze(entity attacker) { if(self.freezetag_frozen) return; self.freezetag_frozen = 1; self.freezetag_revive_progress = 0; entity ice; ice = spawn(); ice.owner = self; ice.classname = "freezetag_ice"; ice.think = freezetag_Ice_Think; ice.nextthink = time; ice.frame = floor(random() * 21); // ice model has 20 different looking frames setmodel(ice, "models/ice/ice.md3"); entity oldself; oldself = self; self = ice; freezetag_Ice_Think(); self = oldself; RemoveGrapplingHook(self); // add waypoint WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1'); if(attacker == self) { // you froze your own dumb self // counted as "suicide" already PlayerScore_Add(self, SP_SCORE, -1); } else if(attacker.classname == "player") { // got frozen by an enemy // counted as "kill" and "death" already PlayerScore_Add(self, SP_SCORE, -1); PlayerScore_Add(attacker, SP_SCORE, +1); } else { // nothing - got frozen by the game type rules themselves } } void freezetag_Unfreeze(entity attacker) { self.freezetag_frozen = 0; self.freezetag_revive_progress = 0; // remove the ice block entity ice; for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self) { remove(ice); break; } // remove waypoint if(self.waypointsprite_attached) WaypointSprite_Kill(self.waypointsprite_attached); } MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer) { if(self.freezetag_frozen == 0) { if(self.team == COLOR_TEAM1) --redalive; else if(self.team == COLOR_TEAM2) --bluealive; else if(self.team == COLOR_TEAM3) --yellowalive; else if(self.team == COLOR_TEAM4) --pinkalive; --totalalive; } if(total_players > 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) freezetag_CheckWinner(); freezetag_Unfreeze(world); return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerDies) { if(self.freezetag_frozen == 0) { if(self.team == COLOR_TEAM1) --redalive; else if(self.team == COLOR_TEAM2) --bluealive; else if(self.team == COLOR_TEAM3) --yellowalive; else if(self.team == COLOR_TEAM4) --pinkalive; --totalalive; freezetag_Freeze(frag_attacker); } if(frag_attacker.classname == STR_PLAYER) centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n")); if(frag_attacker == frag_target || frag_attacker == world) { if(frag_target.classname == STR_PLAYER) centerprint(frag_target, "^1You froze yourself.\n"); bprint("^7", frag_target.netname, "^1 froze himself.\n"); } else { if(frag_target.classname == STR_PLAYER) centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n")); bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n"); } frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P freezetag_CheckWinner(); return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn) { freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round { next_round = time; return 1; } if(warmup && time > warmup) // spawn too late, freeze player { centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n"); freezetag_Freeze(world); } return 1; } MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill) { frag_score = 0; // no frags counted in Freeze Tag return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink) { float n; vector revive_extra_size; revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size; entity o; o = world; n = 0; FOR_EACH_PLAYER(other) if(self != other) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax)) { if(!o) o = other; ++n; } } } } if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us { self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1); if(self.freezetag_revive_progress >= 1) { freezetag_Unfreeze(self); // EVERY team mate nearby gets a point (even if multiple!) FOR_EACH_PLAYER(other) if(self != other) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax)) { PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1); PlayerScore_Add(other, SP_SCORE, +1); } } } } if(n > 1) centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n")); else centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n")); centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n")); if(n > 1) bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n"); else bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n"); } // now find EVERY teammate within reviving radius, set their revive_progress values correct FOR_EACH_PLAYER(other) if(self != other) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax)) other.freezetag_revive_progress = self.freezetag_revive_progress; } } } } else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset { self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1); } else if(!n) { self.freezetag_revive_progress = 0; // thawing nobody } return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics) { if(self.freezetag_frozen) { self.movement = '0 0 0'; self.disableclientprediction = 1; } return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate) { if(g_freezetag) { if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER) { frag_damage = 0; frag_force = frag_force * autocvar_g_freezetag_frozen_force; } } return 1; } MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon) { if (self.freezetag_frozen) return 1; return 0; } MUTATOR_DEFINITION(gamemode_freezetag) { MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST); MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST); MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST); MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY); MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno. MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); g_freezetag = 1; freezetag_Initialize(); } MUTATOR_ONREMOVE { g_freezetag = 0; error("This is a game type and it cannot be removed at runtime."); } return 0; }