void freezetag_Initialize() { precache_model("models/ice/ice.md3"); next_round = time + 5; } void freezetag_CheckWinner() { 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 if(redalive + bluealive + yellowalive + pinkalive <= 0) { next_round = time + 5; return; } entity e, winner; string teamname; FOR_EACH_PLAYER(e) { if(e.freezetag_frozen == 0) // here's one player from the winning team... good { winner = e; break; // break, we found the winner } } TeamScore_AddToTeam(winner.team, ST_SCORE, +1); 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"); next_round = time + 5; } void freezetag_Freeze() { self.freezetag_frozen = 1; entity tag; tag = spawn(); tag.owner = self; tag.classname = "freezetag_ice"; tag.frame = floor(random() * 21); // ice model has 20 different looking frames setmodel(tag, "models/ice/ice.md3"); setattachment(tag, self, ""); self.movetype = MOVETYPE_NONE; self.movement = '0 0 0'; } void freezetag_Unfreeze() { self.freezetag_frozen = 0; self.movetype = MOVETYPE_WALK; // remove the ice block entity tag; for(tag = world; (tag = find(tag, classname, "freezetag_ice")); ) if(tag.owner == self) { remove(tag); break; } } MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer) { freezetag_CheckWinner(); return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerDies) { // if the player was previously not frozen (should be the case anyway), decrement alive playercount before running CheckWinner if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0) redalive -= 1; else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0) bluealive -= 1; else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0) yellowalive -= 1; else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0) pinkalive -= 1; freezetag_Freeze(); centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n")); if(frag_attacker == frag_target || frag_attacker == world) { centerprint(frag_target, strcat("^1You froze yourself.\n")); bprint("^7", frag_target.netname, "^1 froze himself.\n"); } else { 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 = cvar("g_balance_health_start"); // "respawn" the player :P freezetag_CheckWinner(); return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn) { if(redalive + bluealive + yellowalive + pinkalive == 1 && time > warmup) next_round = time; // start a new round immediately if(time > warmup) // spawn too late, freeze player { centerprint(self, strcat("^1You spawned after the round started, you'll spawn as frozen.\n")); freezetag_Freeze(); } else // we are still in the delay period before the round starts { freezetag_Unfreeze(); } return 1; } MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill) { frag_score = 0; // no frags counted in Freeze Tag return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink) { if(self.freezetag_frozen) { // nasty hack, i want them to move around later on as i figure out a better way to block movement TODO TODO TODO !!! self.velocity_x = 0; self.velocity_y = 0; self.velocity_z = min(self.velocity_z, 0); self.movement = '0 0 0'; // don't move anywhere :-P self.avelocity = '0 0 0'; } vector revive_extra_size; revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size"); float teammate_nearby; FOR_EACH_PLAYER(other) if(self != other) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax); break; } } } if(teammate_nearby && self.freezetag_frozen == 1) { if(self.freezetag_beginrevive_time == -9999) { self.freezetag_beginrevive_time = time; } else { if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time")) { freezetag_Unfreeze(); centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n")); centerprint(other, strcat("^5You revived ^7", self.netname, ".\n")); bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n"); self.freezetag_beginrevive_time = -9999; } } } else { self.freezetag_beginrevive_time = -9999; } return 1; } 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_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; }