Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_freezetag.qh
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1#pragma once
2
5
9string autocvar_g_freezetag_weaponarena = "most_available";
10
11const int ST_FT_ROUNDS = 1;
12
14
29
35const float ICE_MAX_ALPHA = 1;
36const float ICE_MIN_ALPHA = 0.1;
38
55
56// frozen (eliminated) state
57.float revival_time; // time at which player was last revived
58.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
60.entity iceblock;
61.entity frozen_by; // for ice fields
62
63void freezetag_Unfreeze(entity targ, bool reset_health);
#define MUTATOR_ONADD
Definition base.qh:309
#define REGISTER_MUTATOR(...)
Definition base.qh:295
#define MUTATOR_STATIC()
Definition base.qh:313
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
int autocvar_g_freezetag_point_leadlimit
const float ICE_MIN_ALPHA
bool autocvar_g_frozen_damage_trigger
int autocvar_g_freezetag_revive_auto_reducible
float autocvar_g_freezetag_revive_speed
entity frozen_by
float autocvar_g_freezetag_revive_nade_health
float autocvar_g_freezetag_revive_spawnshield
float freezetag_frozen_armor
float autocvar_g_freezetag_revive_auto_reducible_forcefactor
float autocvar_g_frozen_force
void freezetag_Unfreeze(entity targ, bool reset_health)
bool autocvar_g_freezetag_revive_nade
float revival_time
float autocvar_g_freezetag_revive_extra_size
float freezetag_frozen_timeout
int autocvar_g_freezetag_point_limit
float freezetag_frozen_force
const int ST_FT_ROUNDS
float freeze_time
float autocvar_g_freezetag_revive_speed_t2s
void freezetag_Initialize()
int autocvar_g_freezetag_revive_auto_progress
entity iceblock
const float ICE_MAX_ALPHA
bool autocvar_g_freezetag_team_spawns
float freezetag_frozen_time
float autocvar_g_frozen_revive_falldamage
float freezetag_revive_time
float revive_speed
string autocvar_g_freezetag_weaponarena
float freezetag_teams
bool autocvar_g_freezetag_revive_auto
float autocvar_g_freezetag_revive_auto_reducible_maxforce
float autocvar_g_freezetag_revive_time_to_score
int autocvar_g_frozen_revive_falldamage_health
void GameRules_limit_score(int limit)
Definition sv_rules.qc:23
void GameRules_teams(bool value)
Definition sv_rules.qc:3
void GameRules_limit_lead(int limit)
Definition sv_rules.qc:33
#define GameRules_spawning_teams(value)
Used to disable team spawns in team modes.
Definition sv_rules.qh:35