Yeah, I wrote myself into a corner with a lot of the code, especially the Chase_4_Dead/Chase4Dead fiasco.
The main reason I didn't want to eliminate the frustration bar is that I didn't know how. The second and less lazy reason is that tanks would camp in doorways and there would be nothing the survivors could do.
What I really want to do is completely remove my tank tracking and replace it with script that automatically detects if a player spawn is a tank, which will make the code a lot more robust.
I'm going to work on this some more (mainly by absorbing acid's changes) and see if I can't make it less slovenly.
And I might take off my dependency on player_left_start_area, which will be a giant step in making this work in campaign.
edit: oh man ExamDiff is an awesome program you should check it out