if(player.revive_progress >= 1)
{
- Unfreeze(player);
+ freezetag_Unfreeze(player);
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
if(frag_deathtype == DEATH_NADE.m_id)
if(time - frag_inflictor.toss_time <= 0.1)
{
- Unfreeze(frag_target);
+ freezetag_Unfreeze(frag_target);
frag_target.health = autocvar_g_freezetag_revive_nade_health;
Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
M_ARGV(4, float) = 0;
this.freezetag_frozen_timeout = 0;
Unfreeze(this);
+ freezetag_count_alive_players();
}
float freezetag_isEliminated(entity e)
if(!STAT(FROZEN, this))
freezetag_LastPlayerForTeam_Notify(this);
freezetag_Unfreeze(this);
- freezetag_count_alive_players();
}
MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
{
if(STAT(FROZEN, frag_target))
freezetag_Unfreeze(frag_target);
- freezetag_count_alive_players();
return true; // let the player die so that he can respawn whenever he wants
}
freezetag_LastPlayerForTeam_Notify(frag_target);
}
else
+ {
freezetag_Unfreeze(frag_target); // remove ice
+ }
frag_target.health = 0; // Unfreeze resets health
frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
return true;
if(player.revive_progress >= 1)
{
freezetag_Unfreeze(player);
- freezetag_count_alive_players();
if(n == -1)
{