}
}
- if (frametime && IS_PLAYER(player))
- {
- int n = 0;
-
- entity revivers_last = NULL;
- entity revivers_first = NULL;
-
- bool player_is_reviving = false;
- vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
- n = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
- // check if player is reviving anyone
- if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
- {
- if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
- continue;
- if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
- continue;
- player_is_reviving = true;
- break;
- }
+ if (!(frametime && IS_PLAYER(player)))
+ return true;
- if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
- continue; // both player and it are NOT frozen
- if (revivers_last)
- revivers_last.chain = it;
- revivers_last = it;
- if (!revivers_first)
- revivers_first = it;
- ++n;
- });
- if (revivers_last)
- revivers_last.chain = NULL;
+ entity revivers_last = NULL;
+ entity revivers_first = NULL;
- if (!n) // no teammate nearby
+ bool player_is_reviving = false;
+ int n = 0;
+ vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+ FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
+ // check if player is reviving anyone
+ if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
{
- // freezetag already resets revive progress
- if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
- STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+ if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+ continue;
+ if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+ continue;
+ player_is_reviving = true;
+ break;
}
- else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
- {
- STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- // undo what PlayerPreThink did
- STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
- SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
- if(STAT(REVIVE_PROGRESS, player) >= 1)
- {
- Unfreeze(player, false);
+ if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+ continue; // both player and it are NOT frozen
+ if (revivers_last)
+ revivers_last.chain = it;
+ revivers_last = it;
+ if (!revivers_first)
+ revivers_first = it;
+ ++n;
+ });
+ if (revivers_last)
+ revivers_last.chain = NULL;
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
- Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
- }
+ if (!n) // no teammate nearby
+ {
+ // freezetag already resets revive progress
+ if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
+ STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+ }
+ else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
+ {
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+ // undo what PlayerPreThink did
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
+ SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
- for(entity it = revivers_first; it; it = it.chain)
- STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
+ if(STAT(REVIVE_PROGRESS, player) >= 1)
+ {
+ Unfreeze(player, false);
+
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
+ Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
}
+
+ for(entity it = revivers_first; it; it = it.chain)
+ STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
}
}