return;
self.freezetag_frozen = 1;
self.freezetag_revive_progress = 0;
+ self.health = 1;
entity ice;
ice = spawn();
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);
- if(self.waypointsprite_attached)
- {
- WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
- }
+ 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)
{
{
self.freezetag_frozen = 0;
self.freezetag_revive_progress = 0;
+ self.health = autocvar_g_balance_health_start;
// remove the ice block
entity ice;
--totalalive;
}
- 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)
+ 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);
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
+ frag_target.health = 1; // "respawn" the player :P
freezetag_CheckWinner();
{
freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
- if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
+ 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;
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);
+ self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
if(self.freezetag_revive_progress >= 1)
{
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);
+ self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
}
else if(!n)
{
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(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
{