.float player_blocked;
.float freezetag_frozen;
-.float freezetag_frozen_timeout;
-.float freezetag_revive_progress;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
+.float freezetag_frozen_timeout;
+.float freezetag_revive_progress;
float freezetag_teams;
float freezetag_CheckTeams();
float freezetag_CheckWinner();
FOR_EACH_REALCLIENT(e)
centerprint(e, "Round over, there's no winner");
bprint("Round over, there's no winner.\n");
+ FOR_EACH_PLAYER(e)
+ e.freezetag_frozen_timeout = 0;
return 1;
}
bprint("^5Round tied! All teams were frozen.\n");
}
+ FOR_EACH_PLAYER(e)
+ e.freezetag_frozen_timeout = 0;
return 1;
}
MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
{
- if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
+ if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
{
frag_damage = 0;
frag_force = frag_force * autocvar_g_freezetag_frozen_force;