float next_round;
float stopalivecheck;
float redalive, bluealive, yellowalive, pinkalive;
+float totalalive;
.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
float redspawned, bluespawned, yellowspawned, pinkspawned;
+float totalspawned;
/**
* Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
race_ReadyRestart();
for(self = world; (self = nextent(self)); )
- if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
+ if(clienttype(self) == CLIENTTYPE_NOTACLIENT && self.items != IT_STRENGTH && self.items != IT_INVINCIBLE) // don't respawn strength or shield, that will only lead to them spawning very early each match
{
if(self.reset)
{
if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
return;
- if(g_freezetag && time > game_starttime &&
- !((redspawned >= 1 && bluespawned >= 1)
- || (redspawned >= 1 && yellowspawned >= 1)
- || (redspawned >= 1 && pinkspawned >= 1)
- || (bluespawned >= 1 && yellowspawned >= 1)
- || (bluespawned >= 1 && pinkspawned >= 1)
- || (yellowspawned >= 1 && pinkspawned >= 1)))
- { // no teams, or only one team has players
- warmup = time + cvar("g_freezetag_warmup");
- return;
- }
-
f = ceil(warmup - time);
if(f > 0)
champion = world; // this is done because a if(champion) will not execute if champion = world
void count_spawned_players()
{
// TODO fix "*spawned" name, it should rather be "*players" or so
- // not doing this not to prevent merge hell with Tag
+ // not doing this now to prevent merge hell with Tag
+ // fix after merging with Tag
// count amount of players in each team
- redspawned = bluespawned = yellowspawned = pinkspawned = 0;
+ totalspawned = redspawned = bluespawned = yellowspawned = pinkspawned = 0;
FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1) redspawned += 1;
- else if (self.team == COLOR_TEAM2) bluespawned += 1;
- else if (self.team == COLOR_TEAM3) yellowspawned += 1;
- else if (self.team == COLOR_TEAM4) pinkspawned += 1;
+ if (self.team == COLOR_TEAM1)
+ {
+ redspawned += 1;
+ totalspawned += 1;
+ }
+ else if (self.team == COLOR_TEAM2)
+ {
+ bluespawned += 1;
+ totalspawned += 1;
+ }
+ else if (self.team == COLOR_TEAM3)
+ {
+ yellowspawned += 1;
+ totalspawned += 1;
+ }
+ else if (self.team == COLOR_TEAM4)
+ {
+ pinkspawned += 1;
+ totalspawned += 1;
+ }
}
}
void count_alive_players()
{
- redalive = bluealive = yellowalive = pinkalive = 0;
+ totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
if(g_ca)
{
FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
- else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
+ if (self.team == COLOR_TEAM1 && self.health >= 1)
+ {
+ redalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM2 && self.health >= 1)
+ {
+ bluealive += 1;
+ totalalive += 1;
+ }
}
FOR_EACH_PLAYER(self) {
self.redalive_stat = redalive;
{
// count amount of alive players in each team
FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) redalive += 1;
- else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) bluealive += 1;
- else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) yellowalive += 1;
- else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) pinkalive += 1;
+ if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ redalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ bluealive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ yellowalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ pinkalive += 1;
+ totalalive += 1;
+ }
}
FOR_EACH_PLAYER(self) {
self.redalive_stat = redalive;
void freezetag_Initialize()
{
precache_model("models/ice/ice.md3");
- next_round = time + cvar("g_start_delay");
+ warmup = time + cvar("g_start_delay") + cvar("g_freezetag_warmup");
}
void freezetag_CheckWinner()
{
- if(time <= game_starttime)
+ if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
return;
if(next_round || (time > warmup - cvar("g_freezetag_warmup") && time < warmup))
return; // already waiting for next round to start
- if(redalive + bluealive + yellowalive + pinkalive <= 0 && time > game_starttime)
- {
- next_round = time + 5;
- }
-
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
+ return; // we still have active players on two or more teams, nobody won yet
entity e, winner;
string teamname;
}
}
- if(winner != world) // just in case a winner isn't found
+ if(winner != world) // just in case a winner wasn't found
{
TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
if(winner.team == COLOR_TEAM1)
--yellowalive;
else if(self.team == COLOR_TEAM4)
--pinkalive;
+ --totalalive;
}
- freezetag_CheckWinner();
+ 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)
+ freezetag_CheckWinner();
+
freezetag_Unfreeze();
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();
- count_alive_players();
centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
if(frag_attacker == frag_target || frag_attacker == world)
MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
{
- if(time > warmup) // spawn too late, freeze player
+ if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
+ if(!next_round && warmup && (time < warmup - cvar("g_freezetag_warmup") || time > warmup)) // not awaiting next round
+ {
+ next_round = time;
+ return 1;
+ }
+ if(warmup && time > warmup) // spawn too late, freeze player
{
- print("time: ", ftos(time), " warmup: ", ftos(warmup), "\n");
centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
freezetag_Freeze();
}