#define REGISTER_MUTATOR(...)
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
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 autocvar_g_freezetag_revive_extra_size
float freezetag_frozen_timeout
int autocvar_g_freezetag_point_limit
float freezetag_frozen_force
float autocvar_g_freezetag_revive_speed_t2s
void freezetag_Initialize()
int autocvar_g_freezetag_revive_auto_progress
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
string autocvar_g_freezetag_weaponarena
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)
void GameRules_teams(bool value)
void GameRules_limit_lead(int limit)
#define GameRules_spawning_teams(value)
Used to disable team spawns in team modes.