1 // ================================================================
2 // Official capture the flag game mode coding, reworked by Samual
3 // Last updated: September, 2012
4 // ================================================================
6 void ctf_FakeTimeLimit(entity e, float t)
9 WriteByte(MSG_ONE, 3); // svc_updatestat
10 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
12 WriteCoord(MSG_ONE, autocvar_timelimit);
14 WriteCoord(MSG_ONE, (t + 1) / 60);
17 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
19 if(autocvar_sv_eventlog)
20 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
23 string ctf_CaptureRecord(entity flag, entity player)
25 float cap_time, cap_record, success;
26 string cap_message, refername;
28 if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots))
30 cap_record = ctf_captimerecord;
31 cap_time = (time - flag.ctf_pickuptime);
33 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
34 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
36 if(!ctf_captimerecord)
37 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
38 else if(cap_time < cap_record)
39 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
41 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
45 ctf_captimerecord = cap_time;
46 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
47 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
48 write_recordmarker(player, (time - cap_time), cap_time);
55 void ctf_FlagcarrierWaypoints(entity player)
57 WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team));
58 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
59 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
60 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
63 void ctf_CalculatePassVelocity(entity flag, vector to, vector from, float turnrate)
65 float current_distance = vlen((('1 0 0' * to_x) + ('0 1 0' * to_y)) - (('1 0 0' * from_x) + ('0 1 0' * from_y))); // for the sake of this check, exclude Z axis
66 float initial_height = min(autocvar_g_ctf_pass_arc_max, (flag.pass_distance * tanh(autocvar_g_ctf_pass_arc)));
67 float current_height = (initial_height * min(1, (current_distance / flag.pass_distance)));
68 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
71 if(current_height) // make sure we can actually do this arcing path
73 targpos = (to + ('0 0 1' * current_height));
74 WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
75 if(trace_fraction < 1)
77 //print("normal arc line failed, trying to find new pos...");
78 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, flag);
79 targpos = (trace_endpos + FLAG_PASS_ARC_OFFSET);
80 WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
81 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
82 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
85 else { targpos = to; }
87 //flag.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
89 vector desired_direction = normalize(targpos - from);
90 if(turnrate) { flag.velocity = (normalize(normalize(flag.velocity) + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity); }
91 else { flag.velocity = (desired_direction * autocvar_g_ctf_pass_velocity); }
94 float ctf_CheckPassDirection(vector head_center, vector passer_center, vector passer_angle, vector nearest_to_passer)
96 if(autocvar_g_ctf_pass_directional_max || autocvar_g_ctf_pass_directional_min)
98 // directional tracing only
100 makevectors(passer_angle);
102 // find the closest point on the enemy to the center of the attack
103 float ang; // angle between shotdir and h
104 float h; // hypotenuse, which is the distance between attacker to head
105 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
107 h = vlen(head_center - passer_center);
108 ang = acos(dotproduct(normalize(head_center - passer_center), v_forward));
111 vector nearest_on_line = (passer_center + a * v_forward);
112 float distance_from_line = vlen(nearest_to_passer - nearest_on_line);
114 spreadlimit = (autocvar_g_ctf_pass_radius ? min(1, (vlen(passer_center - nearest_on_line) / autocvar_g_ctf_pass_radius)) : 1);
115 spreadlimit = (autocvar_g_ctf_pass_directional_min * (1 - spreadlimit) + autocvar_g_ctf_pass_directional_max * spreadlimit);
117 if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(head_center - passer_center) - v_forward) * RAD2DEG) <= 90))
122 else { return TRUE; }
126 // =======================
127 // CaptureShield Functions
128 // =======================
130 float ctf_CaptureShield_CheckStatus(entity p)
134 float players_worseeq, players_total;
136 if(ctf_captureshield_max_ratio <= 0)
139 s = PlayerScore_Add(p, SP_SCORE, 0);
140 if(s >= -ctf_captureshield_min_negscore)
143 players_total = players_worseeq = 0;
146 if(IsDifferentTeam(e, p))
148 se = PlayerScore_Add(e, SP_SCORE, 0);
154 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
155 // use this rule here
157 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
163 void ctf_CaptureShield_Update(entity player, float wanted_status)
165 float updated_status = ctf_CaptureShield_CheckStatus(player);
166 if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
168 if(updated_status) // TODO csqc notifier for this // Samual: How?
169 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.", 5, 0);
171 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.", 5, 0);
173 player.ctf_captureshielded = updated_status;
177 float ctf_CaptureShield_Customize()
179 if(!other.ctf_captureshielded) { return FALSE; }
180 if(!IsDifferentTeam(self, other)) { return FALSE; }
185 void ctf_CaptureShield_Touch()
187 if(!other.ctf_captureshielded) { return; }
188 if(!IsDifferentTeam(self, other)) { return; }
190 vector mymid = (self.absmin + self.absmax) * 0.5;
191 vector othermid = (other.absmin + other.absmax) * 0.5;
193 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
194 Send_CSQC_Centerprint_Generic(other, CPID_CTF_CAPTURESHIELD, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.", 5, 0);
197 void ctf_CaptureShield_Spawn(entity flag)
199 entity shield = spawn();
202 shield.team = self.team;
203 shield.touch = ctf_CaptureShield_Touch;
204 shield.customizeentityforclient = ctf_CaptureShield_Customize;
205 shield.classname = "ctf_captureshield";
206 shield.effects = EF_ADDITIVE;
207 shield.movetype = MOVETYPE_NOCLIP;
208 shield.solid = SOLID_TRIGGER;
209 shield.avelocity = '7 0 11';
212 setorigin(shield, self.origin);
213 setmodel(shield, "models/ctf/shield.md3");
214 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
218 // ====================
219 // Drop/Pass/Throw Code
220 // ====================
222 void ctf_Handle_Drop(entity flag, entity player, float droptype)
225 player = (player ? player : flag.pass_sender);
228 flag.movetype = MOVETYPE_TOSS;
229 flag.takedamage = DAMAGE_YES;
230 flag.angles = '0 0 0';
231 flag.health = flag.max_flag_health;
232 flag.ctf_droptime = time;
233 flag.ctf_dropper = player;
234 flag.ctf_status = FLAG_DROPPED;
236 // messages and sounds
237 Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
238 sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
239 ctf_EventLog("dropped", player.team, player);
242 PlayerTeamScore_AddScore(player, -autocvar_g_ctf_score_penalty_drop);
243 PlayerScore_Add(player, SP_CTF_DROPS, 1);
246 if(autocvar_g_ctf_flag_dropped_waypoint)
247 WaypointSprite_Spawn("flagdropped", 0, 0, flag, FLAG_WAYPOINT_OFFSET, world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, TRUE, RADARICON_FLAG, WPCOLOR_DROPPEDFLAG(flag.team));
249 if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
251 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
252 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
255 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
257 if(droptype == DROP_PASS)
259 flag.pass_distance = 0;
260 flag.pass_sender = world;
261 flag.pass_target = world;
265 void ctf_Handle_Retrieve(entity flag, entity player)
267 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
268 entity sender = flag.pass_sender;
270 // transfer flag to player
272 flag.owner.flagcarried = flag;
275 setattachment(flag, player, "");
276 setorigin(flag, FLAG_CARRY_OFFSET);
277 flag.movetype = MOVETYPE_NONE;
278 flag.takedamage = DAMAGE_NO;
279 flag.solid = SOLID_NOT;
280 flag.angles = '0 0 0';
281 flag.ctf_status = FLAG_CARRY;
283 // messages and sounds
284 sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTN_NORM);
285 ctf_EventLog("receive", flag.team, player);
287 FOR_EACH_REALPLAYER(tmp_player)
289 if(tmp_player == sender)
290 centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
291 else if(tmp_player == player)
292 centerprint(tmp_player, strcat("You received the ", flag.netname, " from ", sender.netname));
293 else if(!IsDifferentTeam(tmp_player, sender))
294 centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
297 // create new waypoint
298 ctf_FlagcarrierWaypoints(player);
300 sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
301 player.throw_antispam = sender.throw_antispam;
303 flag.pass_distance = 0;
304 flag.pass_sender = world;
305 flag.pass_target = world;
308 void ctf_Handle_Throw(entity player, entity receiver, float droptype)
310 entity flag = player.flagcarried;
311 vector targ_origin, flag_velocity;
313 if(!flag) { return; }
314 if((droptype == DROP_PASS) && !receiver) { return; }
316 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
319 setattachment(flag, world, "");
320 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
321 flag.owner.flagcarried = world;
323 flag.solid = SOLID_TRIGGER;
324 flag.ctf_dropper = player;
325 flag.ctf_droptime = time;
327 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
334 // for the examples, we assume player -> wz1 -> ... -> wzn -> receiver
335 // findradius has already put wzn ... wz1 into receiver's warpzone parameters!
336 WarpZone_RefSys_Copy(flag, receiver);
337 WarpZone_RefSys_AddInverse(flag, receiver); // wz1^-1 ... wzn^-1 receiver
338 targ_origin = WarpZone_RefSys_TransformOrigin(receiver, flag, (0.5 * (receiver.absmin + receiver.absmax))); // this is target origin as seen by the flag
340 flag.pass_distance = vlen((('1 0 0' * targ_origin_x) + ('0 1 0' * targ_origin_y)) - (('1 0 0' * player.origin_x) + ('0 1 0' * player.origin_y))); // for the sake of this check, exclude Z axis
341 ctf_CalculatePassVelocity(flag, targ_origin, player.origin, FALSE);
344 flag.movetype = MOVETYPE_FLY;
345 flag.takedamage = DAMAGE_NO;
346 flag.pass_sender = player;
347 flag.pass_target = receiver;
348 flag.ctf_status = FLAG_PASSING;
351 sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
352 WarpZone_TrailParticles(world, particleeffectnum(flag.passeffect), player.origin, targ_origin);
353 ctf_EventLog("pass", flag.team, player);
359 makevectors((player.v_angle_y * '0 1 0') + (bound(autocvar_g_ctf_throw_angle_min, player.v_angle_x, autocvar_g_ctf_throw_angle_max) * '1 0 0'));
361 flag_velocity = (('0 0 1' * autocvar_g_ctf_throw_velocity_up) + ((v_forward * autocvar_g_ctf_throw_velocity_forward) * ((player.items & IT_STRENGTH) ? autocvar_g_ctf_throw_strengthmultiplier : 1)));
362 flag.velocity = W_CalculateProjectileVelocity(player.velocity, flag_velocity, FALSE);
363 ctf_Handle_Drop(flag, player, droptype);
369 flag.velocity = '0 0 0'; // do nothing
376 flag.velocity = W_CalculateProjectileVelocity(player.velocity, (('0 0 1' * autocvar_g_ctf_drop_velocity_up) + ((('0 1 0' * crandom()) + ('1 0 0' * crandom())) * autocvar_g_ctf_drop_velocity_side)), FALSE);
377 ctf_Handle_Drop(flag, player, droptype);
382 // kill old waypointsprite
383 WaypointSprite_Ping(player.wps_flagcarrier);
384 WaypointSprite_Kill(player.wps_flagcarrier);
386 if(player.wps_enemyflagcarrier)
387 WaypointSprite_Kill(player.wps_enemyflagcarrier);
390 ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
398 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
400 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
401 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
402 float old_time, new_time;
404 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
406 // messages and sounds
407 Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
408 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
412 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
413 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
418 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_capture);
419 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
421 old_time = PlayerScore_Add(player, SP_CTF_CAPTIME, 0);
422 new_time = TIME_ENCODE(time - enemy_flag.ctf_pickuptime);
423 if(!old_time || new_time < old_time)
424 PlayerScore_Add(player, SP_CTF_CAPTIME, new_time - old_time);
427 pointparticles(particleeffectnum(flag.capeffect), flag.origin, '0 0 0', 1);
428 //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
431 if(capturetype == CAPTURE_NORMAL)
433 WaypointSprite_Kill(player.wps_flagcarrier);
434 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
436 if((enemy_flag.ctf_dropper) && (player != enemy_flag.ctf_dropper))
437 { PlayerTeamScore_AddScore(enemy_flag.ctf_dropper, autocvar_g_ctf_score_capture_assist); }
441 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
442 ctf_RespawnFlag(enemy_flag);
445 void ctf_Handle_Return(entity flag, entity player)
447 // messages and sounds
448 //centerprint(player, strcat("You returned the ", flag.netname));
449 Send_KillNotification(player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
450 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
451 ctf_EventLog("return", flag.team, player);
454 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_return); // reward for return
455 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
457 TeamScore_AddToTeam(flag.team, ST_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the team who was last carrying it
461 PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the player who dropped the flag
462 ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
463 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
467 ctf_RespawnFlag(flag);
470 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
473 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
474 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
475 float pickup_dropped_score; // used to calculate dropped pickup score
477 // attach the flag to the player
479 player.flagcarried = flag;
480 setattachment(flag, player, "");
481 setorigin(flag, FLAG_CARRY_OFFSET);
484 flag.movetype = MOVETYPE_NONE;
485 flag.takedamage = DAMAGE_NO;
486 flag.solid = SOLID_NOT;
487 flag.angles = '0 0 0';
488 flag.ctf_status = FLAG_CARRY;
492 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
493 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
497 // messages and sounds
498 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
499 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
500 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
502 FOR_EACH_REALPLAYER(tmp_player)
504 if(tmp_player == player)
505 centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
506 //else if(!IsDifferentTeam(tmp_player, player))
507 // centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
508 else if(!IsDifferentTeam(tmp_player, flag))
509 centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
513 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
518 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_pickup_base);
519 ctf_EventLog("steal", flag.team, player);
525 pickup_dropped_score = (autocvar_g_ctf_flag_return_time ? bound(0, ((flag.ctf_droptime + autocvar_g_ctf_flag_return_time) - time) / autocvar_g_ctf_flag_return_time, 1) : 1);
526 pickup_dropped_score = floor((autocvar_g_ctf_score_pickup_dropped_late * (1 - pickup_dropped_score) + autocvar_g_ctf_score_pickup_dropped_early * pickup_dropped_score) + 0.5);
527 dprint("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
528 PlayerTeamScore_AddScore(player, pickup_dropped_score);
529 ctf_EventLog("pickup", flag.team, player);
537 if(pickuptype == PICKUP_BASE)
539 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
540 if((player.speedrunning) && (ctf_captimerecord))
541 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
545 pointparticles(particleeffectnum(flag.toucheffect), player.origin, '0 0 0', 1);
548 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
549 ctf_FlagcarrierWaypoints(player);
550 WaypointSprite_Ping(player.wps_flagcarrier);
554 // ===================
555 // Main Flag Functions
556 // ===================
558 void ctf_CheckFlagReturn(entity flag, float returntype)
560 if((flag.ctf_status == FLAG_DROPPED) || (flag.ctf_status == FLAG_PASSING))
562 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
564 if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
568 case RETURN_DROPPED: bprint("The ", flag.netname, " was dropped in the base and returned itself\n"); break;
569 case RETURN_DAMAGE: bprint("The ", flag.netname, " was destroyed and returned to base\n"); break;
570 case RETURN_SPEEDRUN: bprint("The ", flag.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n"); break;
571 case RETURN_NEEDKILL: bprint("The ", flag.netname, " fell somewhere it couldn't be reached and returned to base\n"); break;
575 { bprint("The ", flag.netname, " has returned to base\n"); break; }
577 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
578 ctf_EventLog("returned", flag.team, world);
579 ctf_RespawnFlag(flag);
584 void ctf_CheckStalemate(void)
587 float stale_red_flags, stale_blue_flags;
590 entity ctf_staleflaglist; // reset the list, we need to build the list each time this function runs
592 // build list of stale flags
593 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
595 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
596 if(tmp_entity.ctf_status != FLAG_BASE)
597 if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
599 tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
600 ctf_staleflaglist = tmp_entity;
602 switch(tmp_entity.team)
604 case COLOR_TEAM1: ++stale_red_flags; break;
605 case COLOR_TEAM2: ++stale_blue_flags; break;
610 if(stale_red_flags && stale_blue_flags)
611 ctf_stalemate = TRUE;
612 else if(!stale_red_flags && !stale_blue_flags)
613 ctf_stalemate = FALSE;
615 // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
618 for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
620 if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
621 WaypointSprite_Spawn("enemyflagcarrier", 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, world, tmp_entity.team, tmp_entity.owner, wps_enemyflagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_ENEMYFC(tmp_entity.owner.team));
624 if not(wpforenemy_announced)
626 FOR_EACH_REALPLAYER(tmp_entity)
627 if(tmp_entity.flagcarried)
628 centerprint(tmp_entity, "Stalemate! Enemies can now see you on radar!");
630 centerprint(tmp_entity, "Stalemate! Flag carriers can now be seen by enemies on radar!");
632 wpforenemy_announced = TRUE;
637 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
639 if(ITEM_DAMAGE_NEEDKILL(deathtype))
641 // automatically kill the flag and return it
643 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
646 if(autocvar_g_ctf_flag_return_damage)
648 // reduce health and check if it should be returned
649 self.health = self.health - damage;
650 ctf_CheckFlagReturn(self, RETURN_DAMAGE);
660 self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
663 if(self == ctf_worldflaglist) // only for the first flag
664 FOR_EACH_CLIENT(tmp_entity)
665 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
668 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
669 dprint("wtf the flag got squashed?\n");
670 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
671 if(!trace_startsolid) // can we resize it without getting stuck?
672 setsize(self, FLAG_MIN, FLAG_MAX); }
674 switch(self.ctf_status) // reset flag angles in case warpzones adjust it
678 self.angles = '0 0 0';
686 switch(self.ctf_status)
690 if(autocvar_g_ctf_dropped_capture_radius)
692 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
693 if(tmp_entity.ctf_status == FLAG_DROPPED)
694 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
695 if(time > tmp_entity.ctf_droptime + autocvar_g_ctf_dropped_capture_delay)
696 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
703 if(autocvar_g_ctf_flag_dropped_floatinwater)
705 vector midpoint = ((self.absmin + self.absmax) * 0.5);
706 if(pointcontents(midpoint) == CONTENT_WATER)
708 self.velocity = self.velocity * 0.5;
710 if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
711 { self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
713 { self.movetype = MOVETYPE_FLY; }
715 else if(self.movetype == MOVETYPE_FLY) { self.movetype = MOVETYPE_TOSS; }
717 if(autocvar_g_ctf_flag_return_dropped)
719 if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
722 ctf_CheckFlagReturn(self, RETURN_DROPPED);
726 if(autocvar_g_ctf_flag_return_time)
728 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
729 ctf_CheckFlagReturn(self, RETURN_TIMEOUT);
737 if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord))
740 ctf_CheckFlagReturn(self, RETURN_SPEEDRUN);
744 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
748 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
750 if(time >= wpforenemy_nextthink)
752 ctf_CheckStalemate();
753 wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
761 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
762 targ_origin = WarpZone_RefSys_TransformOrigin(self.pass_target, self, targ_origin); // origin of target as seen by the flag (us)
763 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
765 if((self.pass_target == world)
766 || (self.pass_target.deadflag != DEAD_NO)
767 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
768 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
769 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
771 // give up, pass failed
772 ctf_Handle_Drop(self, world, DROP_PASS);
776 // still a viable target, go for it
777 ctf_CalculatePassVelocity(self, targ_origin, self.origin, TRUE);
782 default: // this should never happen
784 dprint("ctf_FlagThink(): Flag exists with no status?\n");
792 if(gameover) { return; }
794 entity toucher = other;
796 // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
797 if(ITEM_TOUCH_NEEDKILL())
800 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
804 // special touch behaviors
805 if(toucher.vehicle_flags & VHF_ISVEHICLE)
807 if(autocvar_g_ctf_allow_vehicle_touch)
808 toucher = toucher.owner; // the player is actually the vehicle owner, not other
810 return; // do nothing
812 else if(toucher.classname != "player") // The flag just touched an object, most likely the world
814 if(time > self.wait) // if we haven't in a while, play a sound/effect
816 pointparticles(particleeffectnum(self.toucheffect), self.origin, '0 0 0', 1);
817 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
818 self.wait = time + FLAG_TOUCHRATE;
822 else if(toucher.deadflag != DEAD_NO) { return; }
824 switch(self.ctf_status)
828 if(!IsDifferentTeam(toucher, self) && (toucher.flagcarried) && IsDifferentTeam(toucher.flagcarried, self))
829 ctf_Handle_Capture(self, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
830 else if(IsDifferentTeam(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time))
831 ctf_Handle_Pickup(self, toucher, PICKUP_BASE); // toucher just stole the enemies flag
837 if(!IsDifferentTeam(toucher, self))
838 ctf_Handle_Return(self, toucher); // toucher just returned his own flag
839 else if((!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
840 ctf_Handle_Pickup(self, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
846 dprint("Someone touched a flag even though it was being carried?\n");
852 if((toucher.classname == "player") && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
854 if(IsDifferentTeam(toucher, self.pass_sender))
855 ctf_Handle_Return(self, toucher);
857 ctf_Handle_Retrieve(self, toucher);
865 void ctf_RespawnFlag(entity flag)
867 // check for flag respawn being called twice in a row
868 if(flag.last_respawn > time - 0.5)
869 { backtrace("flag respawn called twice quickly! please notify Samual about this..."); }
871 flag.last_respawn = time;
873 // reset the player (if there is one)
874 if((flag.owner) && (flag.owner.flagcarried == flag))
876 if(flag.owner.wps_enemyflagcarrier)
877 WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
879 WaypointSprite_Kill(flag.wps_flagcarrier);
881 flag.owner.flagcarried = world;
883 if(flag.speedrunning)
884 ctf_FakeTimeLimit(flag.owner, -1);
887 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
888 { WaypointSprite_Kill(flag.wps_flagdropped); }
891 setattachment(flag, world, "");
892 setorigin(flag, flag.ctf_spawnorigin);
894 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
895 flag.takedamage = DAMAGE_NO;
896 flag.health = flag.max_flag_health;
897 flag.solid = SOLID_TRIGGER;
898 flag.velocity = '0 0 0';
899 flag.angles = flag.mangle;
900 flag.flags = FL_ITEM | FL_NOTARGET;
902 flag.ctf_status = FLAG_BASE;
904 flag.pass_distance = 0;
905 flag.pass_sender = world;
906 flag.pass_target = world;
907 flag.ctf_dropper = world;
908 flag.ctf_pickuptime = 0;
909 flag.ctf_droptime = 0;
911 wpforenemy_announced = FALSE;
917 if(self.owner.classname == "player")
918 ctf_Handle_Throw(self.owner, world, DROP_RESET);
920 ctf_RespawnFlag(self);
923 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
926 waypoint_spawnforitem_force(self, self.origin);
927 self.nearestwaypointtimeout = 0; // activate waypointing again
928 self.bot_basewaypoint = self.nearestwaypoint;
931 WaypointSprite_SpawnFixed(((self.team == COLOR_TEAM1) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
932 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
934 // captureshield setup
935 ctf_CaptureShield_Spawn(self);
938 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
941 teamnumber = fabs(teamnumber - bound(0, autocvar_g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1.
942 self = flag; // for later usage with droptofloor()
945 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
946 ctf_worldflaglist = flag;
948 setattachment(flag, world, "");
950 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
951 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
952 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
953 flag.classname = "item_flag_team";
954 flag.target = "###item###"; // wut?
955 flag.flags = FL_ITEM | FL_NOTARGET;
956 flag.solid = SOLID_TRIGGER;
957 flag.takedamage = DAMAGE_NO;
958 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
959 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
960 flag.health = flag.max_flag_health;
961 flag.event_damage = ctf_FlagDamage;
962 flag.pushable = TRUE;
963 flag.teleportable = TELEPORT_NORMAL;
964 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
965 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
966 flag.velocity = '0 0 0';
967 flag.mangle = flag.angles;
968 flag.reset = ctf_Reset;
969 flag.touch = ctf_FlagTouch;
970 flag.think = ctf_FlagThink;
971 flag.nextthink = time + FLAG_THINKRATE;
972 flag.ctf_status = FLAG_BASE;
974 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
975 if(!flag.scale) { flag.scale = FLAG_SCALE; }
976 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
977 if(!flag.toucheffect) { flag.toucheffect = ((teamnumber) ? "redflag_touch" : "blueflag_touch"); }
978 if(!flag.passeffect) { flag.passeffect = ((teamnumber) ? "red_pass" : "blue_pass"); }
979 if(!flag.capeffect) { flag.capeffect = ((teamnumber) ? "red_cap" : "blue_cap"); }
982 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
983 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
984 if(!flag.snd_flag_capture) { flag.snd_flag_capture = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
985 if(!flag.snd_flag_respawn) { flag.snd_flag_respawn = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
986 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
987 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "ctf/touch.wav"; } // again has no team-based sound
988 if(!flag.snd_flag_pass) { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here
991 precache_sound(flag.snd_flag_taken);
992 precache_sound(flag.snd_flag_returned);
993 precache_sound(flag.snd_flag_capture);
994 precache_sound(flag.snd_flag_respawn);
995 precache_sound(flag.snd_flag_dropped);
996 precache_sound(flag.snd_flag_touch);
997 precache_sound(flag.snd_flag_pass);
998 precache_model(flag.model);
999 precache_model("models/ctf/shield.md3");
1000 precache_model("models/ctf/shockwavetransring.md3");
1003 setmodel(flag, flag.model); // precision set below
1004 setsize(flag, FLAG_MIN, FLAG_MAX);
1005 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
1007 if(autocvar_g_ctf_flag_glowtrails)
1009 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
1010 flag.glow_size = 25;
1011 flag.glow_trail = 1;
1014 flag.effects |= EF_LOWPRECISION;
1015 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
1016 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
1019 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
1021 flag.dropped_origin = flag.origin;
1022 flag.noalign = TRUE;
1023 flag.movetype = MOVETYPE_NONE;
1025 else // drop to floor, automatically find a platform and set that as spawn origin
1027 flag.noalign = FALSE;
1030 flag.movetype = MOVETYPE_TOSS;
1033 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
1041 // NOTE: LEGACY CODE, needs to be re-written!
1043 void havocbot_calculate_middlepoint()
1047 vector fo = '0 0 0';
1050 f = ctf_worldflaglist;
1055 f = f.ctf_worldflagnext;
1059 havocbot_ctf_middlepoint = s * (1.0 / n);
1060 havocbot_ctf_middlepoint_radius = vlen(fo - havocbot_ctf_middlepoint);
1064 entity havocbot_ctf_find_flag(entity bot)
1067 f = ctf_worldflaglist;
1070 if (bot.team == f.team)
1072 f = f.ctf_worldflagnext;
1077 entity havocbot_ctf_find_enemy_flag(entity bot)
1080 f = ctf_worldflaglist;
1083 if (bot.team != f.team)
1085 f = f.ctf_worldflagnext;
1090 float havocbot_ctf_teamcount(entity bot, vector org, float tc_radius)
1098 FOR_EACH_PLAYER(head)
1100 if(head.team!=bot.team || head.deadflag != DEAD_NO || head == bot)
1103 if(vlen(head.origin - org) < tc_radius)
1110 void havocbot_goalrating_ctf_ourflag(float ratingscale)
1113 head = ctf_worldflaglist;
1116 if (self.team == head.team)
1118 head = head.ctf_worldflagnext;
1121 navigation_routerating(head, ratingscale, 10000);
1124 void havocbot_goalrating_ctf_ourbase(float ratingscale)
1127 head = ctf_worldflaglist;
1130 if (self.team == head.team)
1132 head = head.ctf_worldflagnext;
1137 navigation_routerating(head.bot_basewaypoint, ratingscale, 10000);
1140 void havocbot_goalrating_ctf_enemyflag(float ratingscale)
1143 head = ctf_worldflaglist;
1146 if (self.team != head.team)
1148 head = head.ctf_worldflagnext;
1151 navigation_routerating(head, ratingscale, 10000);
1154 void havocbot_goalrating_ctf_enemybase(float ratingscale)
1156 if not(bot_waypoints_for_items)
1158 havocbot_goalrating_ctf_enemyflag(ratingscale);
1164 head = havocbot_ctf_find_enemy_flag(self);
1169 navigation_routerating(head.bot_basewaypoint, ratingscale, 10000);
1172 void havocbot_goalrating_ctf_ourstolenflag(float ratingscale)
1176 mf = havocbot_ctf_find_flag(self);
1178 if(mf.ctf_status == FLAG_BASE)
1182 navigation_routerating(mf.tag_entity, ratingscale, 10000);
1185 void havocbot_goalrating_ctf_droppedflags(float ratingscale, vector org, float df_radius)
1188 head = ctf_worldflaglist;
1191 // flag is out in the field
1192 if(head.ctf_status != FLAG_BASE)
1193 if(head.tag_entity==world) // dropped
1197 if(vlen(org-head.origin)<df_radius)
1198 navigation_routerating(head, ratingscale, 10000);
1201 navigation_routerating(head, ratingscale, 10000);
1204 head = head.ctf_worldflagnext;
1208 void havocbot_goalrating_ctf_carrieritems(float ratingscale, vector org, float sradius)
1212 head = findchainfloat(bot_pickup, TRUE);
1215 // gather health and armor only
1217 if (head.health || head.armorvalue)
1218 if (vlen(head.origin - org) < sradius)
1220 // get the value of the item
1221 t = head.bot_pickupevalfunc(self, head) * 0.0001;
1223 navigation_routerating(head, t * ratingscale, 500);
1229 void havocbot_ctf_reset_role(entity bot)
1231 float cdefense, cmiddle, coffense;
1232 entity mf, ef, head;
1235 if(bot.deadflag != DEAD_NO)
1238 if(vlen(havocbot_ctf_middlepoint)==0)
1239 havocbot_calculate_middlepoint();
1242 if (bot.flagcarried)
1244 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_CARRIER);
1248 mf = havocbot_ctf_find_flag(bot);
1249 ef = havocbot_ctf_find_enemy_flag(bot);
1251 // Retrieve stolen flag
1252 if(mf.ctf_status!=FLAG_BASE)
1254 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_RETRIEVER);
1258 // If enemy flag is taken go to the middle to intercept pursuers
1259 if(ef.ctf_status!=FLAG_BASE)
1261 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_MIDDLE);
1265 // if there is only me on the team switch to offense
1267 FOR_EACH_PLAYER(head)
1268 if(head.team==bot.team)
1273 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_OFFENSE);
1277 // Evaluate best position to take
1278 // Count mates on middle position
1279 cmiddle = havocbot_ctf_teamcount(bot, havocbot_ctf_middlepoint, havocbot_ctf_middlepoint_radius * 0.5);
1281 // Count mates on defense position
1282 cdefense = havocbot_ctf_teamcount(bot, mf.dropped_origin, havocbot_ctf_middlepoint_radius * 0.5);
1284 // Count mates on offense position
1285 coffense = havocbot_ctf_teamcount(bot, ef.dropped_origin, havocbot_ctf_middlepoint_radius);
1287 if(cdefense<=coffense)
1288 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_DEFENSE);
1289 else if(coffense<=cmiddle)
1290 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_OFFENSE);
1292 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_MIDDLE);
1295 void havocbot_role_ctf_carrier()
1297 if(self.deadflag != DEAD_NO)
1299 havocbot_ctf_reset_role(self);
1303 if (self.flagcarried == world)
1305 havocbot_ctf_reset_role(self);
1309 if (self.bot_strategytime < time)
1311 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1313 navigation_goalrating_start();
1314 havocbot_goalrating_ctf_ourbase(50000);
1317 havocbot_goalrating_ctf_carrieritems(1000, self.origin, 1000);
1319 navigation_goalrating_end();
1321 if (self.navigation_hasgoals)
1322 self.havocbot_cantfindflag = time + 10;
1323 else if (time > self.havocbot_cantfindflag)
1325 // Can't navigate to my own base, suicide!
1326 // TODO: drop it and wander around
1327 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1333 void havocbot_role_ctf_escort()
1337 if(self.deadflag != DEAD_NO)
1339 havocbot_ctf_reset_role(self);
1343 if (self.flagcarried)
1345 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1349 // If enemy flag is back on the base switch to previous role
1350 ef = havocbot_ctf_find_enemy_flag(self);
1351 if(ef.ctf_status==FLAG_BASE)
1353 self.havocbot_role = self.havocbot_previous_role;
1354 self.havocbot_role_timeout = 0;
1358 // If the flag carrier reached the base switch to defense
1359 mf = havocbot_ctf_find_flag(self);
1360 if(mf.ctf_status!=FLAG_BASE)
1361 if(vlen(ef.origin - mf.dropped_origin) < 300)
1363 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_DEFENSE);
1367 // Set the role timeout if necessary
1368 if (!self.havocbot_role_timeout)
1370 self.havocbot_role_timeout = time + random() * 30 + 60;
1373 // If nothing happened just switch to previous role
1374 if (time > self.havocbot_role_timeout)
1376 self.havocbot_role = self.havocbot_previous_role;
1377 self.havocbot_role_timeout = 0;
1381 // Chase the flag carrier
1382 if (self.bot_strategytime < time)
1384 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1385 navigation_goalrating_start();
1386 havocbot_goalrating_ctf_enemyflag(30000);
1387 havocbot_goalrating_ctf_ourstolenflag(40000);
1388 havocbot_goalrating_items(10000, self.origin, 10000);
1389 navigation_goalrating_end();
1393 void havocbot_role_ctf_offense()
1398 if(self.deadflag != DEAD_NO)
1400 havocbot_ctf_reset_role(self);
1404 if (self.flagcarried)
1406 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1411 mf = havocbot_ctf_find_flag(self);
1412 ef = havocbot_ctf_find_enemy_flag(self);
1415 if(mf.ctf_status!=FLAG_BASE)
1418 pos = mf.tag_entity.origin;
1422 // Try to get it if closer than the enemy base
1423 if(vlen(self.origin-ef.dropped_origin)>vlen(self.origin-pos))
1425 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_RETRIEVER);
1430 // Escort flag carrier
1431 if(ef.ctf_status!=FLAG_BASE)
1434 pos = ef.tag_entity.origin;
1438 if(vlen(pos-mf.dropped_origin)>700)
1440 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_ESCORT);
1445 // About to fail, switch to middlefield
1448 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_MIDDLE);
1452 // Set the role timeout if necessary
1453 if (!self.havocbot_role_timeout)
1454 self.havocbot_role_timeout = time + 120;
1456 if (time > self.havocbot_role_timeout)
1458 havocbot_ctf_reset_role(self);
1462 if (self.bot_strategytime < time)
1464 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1465 navigation_goalrating_start();
1466 havocbot_goalrating_ctf_ourstolenflag(50000);
1467 havocbot_goalrating_ctf_enemybase(20000);
1468 havocbot_goalrating_items(5000, self.origin, 1000);
1469 havocbot_goalrating_items(1000, self.origin, 10000);
1470 navigation_goalrating_end();
1474 // Retriever (temporary role):
1475 void havocbot_role_ctf_retriever()
1479 if(self.deadflag != DEAD_NO)
1481 havocbot_ctf_reset_role(self);
1485 if (self.flagcarried)
1487 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1491 // If flag is back on the base switch to previous role
1492 mf = havocbot_ctf_find_flag(self);
1493 if(mf.ctf_status==FLAG_BASE)
1495 havocbot_ctf_reset_role(self);
1499 if (!self.havocbot_role_timeout)
1500 self.havocbot_role_timeout = time + 20;
1502 if (time > self.havocbot_role_timeout)
1504 havocbot_ctf_reset_role(self);
1508 if (self.bot_strategytime < time)
1513 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1514 navigation_goalrating_start();
1515 havocbot_goalrating_ctf_ourstolenflag(50000);
1516 havocbot_goalrating_ctf_droppedflags(40000, self.origin, rt_radius);
1517 havocbot_goalrating_ctf_enemybase(30000);
1518 havocbot_goalrating_items(500, self.origin, rt_radius);
1519 navigation_goalrating_end();
1523 void havocbot_role_ctf_middle()
1527 if(self.deadflag != DEAD_NO)
1529 havocbot_ctf_reset_role(self);
1533 if (self.flagcarried)
1535 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1539 mf = havocbot_ctf_find_flag(self);
1540 if(mf.ctf_status!=FLAG_BASE)
1542 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_RETRIEVER);
1546 if (!self.havocbot_role_timeout)
1547 self.havocbot_role_timeout = time + 10;
1549 if (time > self.havocbot_role_timeout)
1551 havocbot_ctf_reset_role(self);
1555 if (self.bot_strategytime < time)
1559 org = havocbot_ctf_middlepoint;
1560 org_z = self.origin_z;
1562 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1563 navigation_goalrating_start();
1564 havocbot_goalrating_ctf_ourstolenflag(50000);
1565 havocbot_goalrating_ctf_droppedflags(30000, self.origin, 10000);
1566 havocbot_goalrating_enemyplayers(10000, org, havocbot_ctf_middlepoint_radius * 0.5);
1567 havocbot_goalrating_items(5000, org, havocbot_ctf_middlepoint_radius * 0.5);
1568 havocbot_goalrating_items(2500, self.origin, 10000);
1569 havocbot_goalrating_ctf_enemybase(2500);
1570 navigation_goalrating_end();
1574 void havocbot_role_ctf_defense()
1578 if(self.deadflag != DEAD_NO)
1580 havocbot_ctf_reset_role(self);
1584 if (self.flagcarried)
1586 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1590 // If own flag was captured
1591 mf = havocbot_ctf_find_flag(self);
1592 if(mf.ctf_status!=FLAG_BASE)
1594 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_RETRIEVER);
1598 if (!self.havocbot_role_timeout)
1599 self.havocbot_role_timeout = time + 30;
1601 if (time > self.havocbot_role_timeout)
1603 havocbot_ctf_reset_role(self);
1606 if (self.bot_strategytime < time)
1611 org = mf.dropped_origin;
1612 mp_radius = havocbot_ctf_middlepoint_radius;
1614 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1615 navigation_goalrating_start();
1617 // if enemies are closer to our base, go there
1618 entity head, closestplayer = world;
1619 float distance, bestdistance = 10000;
1620 FOR_EACH_PLAYER(head)
1622 if(head.deadflag!=DEAD_NO)
1625 distance = vlen(org - head.origin);
1626 if(distance<bestdistance)
1628 closestplayer = head;
1629 bestdistance = distance;
1634 if(closestplayer.team!=self.team)
1635 if(vlen(org - self.origin)>1000)
1636 if(checkpvs(self.origin,closestplayer)||random()<0.5)
1637 havocbot_goalrating_ctf_ourbase(30000);
1639 havocbot_goalrating_ctf_ourstolenflag(20000);
1640 havocbot_goalrating_ctf_droppedflags(20000, org, mp_radius);
1641 havocbot_goalrating_enemyplayers(15000, org, mp_radius);
1642 havocbot_goalrating_items(10000, org, mp_radius);
1643 havocbot_goalrating_items(5000, self.origin, 10000);
1644 navigation_goalrating_end();
1648 void havocbot_role_ctf_setrole(entity bot, float role)
1650 dprint(strcat(bot.netname," switched to "));
1653 case HAVOCBOT_CTF_ROLE_CARRIER:
1655 bot.havocbot_role = havocbot_role_ctf_carrier;
1656 bot.havocbot_role_timeout = 0;
1657 bot.havocbot_cantfindflag = time + 10;
1658 bot.bot_strategytime = 0;
1660 case HAVOCBOT_CTF_ROLE_DEFENSE:
1662 bot.havocbot_role = havocbot_role_ctf_defense;
1663 bot.havocbot_role_timeout = 0;
1665 case HAVOCBOT_CTF_ROLE_MIDDLE:
1667 bot.havocbot_role = havocbot_role_ctf_middle;
1668 bot.havocbot_role_timeout = 0;
1670 case HAVOCBOT_CTF_ROLE_OFFENSE:
1672 bot.havocbot_role = havocbot_role_ctf_offense;
1673 bot.havocbot_role_timeout = 0;
1675 case HAVOCBOT_CTF_ROLE_RETRIEVER:
1676 dprint("retriever");
1677 bot.havocbot_previous_role = bot.havocbot_role;
1678 bot.havocbot_role = havocbot_role_ctf_retriever;
1679 bot.havocbot_role_timeout = time + 10;
1680 bot.bot_strategytime = 0;
1682 case HAVOCBOT_CTF_ROLE_ESCORT:
1684 bot.havocbot_previous_role = bot.havocbot_role;
1685 bot.havocbot_role = havocbot_role_ctf_escort;
1686 bot.havocbot_role_timeout = time + 30;
1687 bot.bot_strategytime = 0;
1698 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
1702 // initially clear items so they can be set as necessary later.
1703 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
1704 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
1706 // scan through all the flags and notify the client about them
1707 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1709 switch(flag.ctf_status)
1714 if((flag.owner == self) || (flag.pass_sender == self))
1715 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
1717 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
1722 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
1728 // item for stopping players from capturing the flag too often
1729 if(self.ctf_captureshielded)
1730 self.items |= IT_CTF_SHIELDED;
1732 // update the health of the flag carrier waypointsprite
1733 if(self.wps_flagcarrier)
1734 WaypointSprite_UpdateHealth(self.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
1739 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
1741 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
1743 if(frag_target == frag_attacker) // damage done to yourself
1745 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
1746 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
1748 else // damage done to everyone else
1750 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
1751 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
1754 else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && IsDifferentTeam(frag_target, frag_attacker)) // if the target is a flagcarrier
1756 if(autocvar_g_ctf_flagcarrier_auto_helpme_when_damaged > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent)))
1757 WaypointSprite_HelpMePing(frag_target.wps_flagcarrier);
1762 MUTATOR_HOOKFUNCTION(ctf_PlayerDies)
1764 if((frag_attacker != frag_target) && (frag_attacker.classname == "player") && (frag_target.flagcarried))
1766 PlayerTeamScore_AddScore(frag_attacker, autocvar_g_ctf_score_kill);
1767 PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
1770 if(frag_target.flagcarried)
1771 { ctf_Handle_Throw(frag_target, world, DROP_NORMAL); }
1776 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
1779 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
1782 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
1784 entity flag; // temporary entity for the search method
1786 if(self.flagcarried)
1787 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1789 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1791 if(flag.pass_sender == self) { flag.pass_sender = world; }
1792 if(flag.pass_target == self) { flag.pass_target = world; }
1793 if(flag.ctf_dropper == self) { flag.ctf_dropper = world; }
1799 MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
1801 if(self.flagcarried)
1802 if(!autocvar_g_ctf_portalteleport)
1803 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1808 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
1810 if(MUTATOR_RETURNVALUE || gameover) { return FALSE; }
1812 entity player = self;
1814 if((time > player.throw_antispam) && (player.deadflag == DEAD_NO) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1816 // pass the flag to a team mate
1817 if(autocvar_g_ctf_pass)
1819 entity head, closest_target;
1820 head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, TRUE);
1822 while(head) // find the closest acceptable target to pass to
1824 if(head.classname == "player" && head.deadflag == DEAD_NO)
1825 if(head != player && !IsDifferentTeam(head, player))
1826 if(!head.speedrunning && !head.vehicle)
1828 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
1829 vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
1830 vector passer_center = CENTER_OR_VIEWOFS(player);
1832 if(ctf_CheckPassDirection(head_center, passer_center, player.v_angle, head.WarpZone_findradius_nearest))
1834 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
1836 if(clienttype(head) == CLIENTTYPE_BOT)
1838 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1839 ctf_Handle_Throw(head, player, DROP_PASS);
1843 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
1844 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1846 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
1849 else if(player.flagcarried)
1853 vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
1854 if(vlen(passer_center - head_center) < vlen(passer_center - closest_target_center))
1855 { closest_target = head; }
1857 else { closest_target = head; }
1864 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return TRUE; }
1867 // throw the flag in front of you
1868 if(autocvar_g_ctf_throw && player.flagcarried)
1870 if(player.throw_count == -1)
1872 if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_delay)
1874 player.throw_prevtime = time;
1875 player.throw_count = 1;
1876 ctf_Handle_Throw(player, world, DROP_THROW);
1881 centerprint(player, strcat("Too many flag throws, throwing disabled for ", ftos(rint((player.throw_prevtime + autocvar_g_ctf_throw_punish_delay) - time)), " seconds."));
1887 if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_time) { player.throw_count = 1; }
1888 else { player.throw_count += 1; }
1889 if(player.throw_count >= autocvar_g_ctf_throw_punish_count) { player.throw_count = -1; }
1891 player.throw_prevtime = time;
1892 ctf_Handle_Throw(player, world, DROP_THROW);
1901 MUTATOR_HOOKFUNCTION(ctf_HelpMePing)
1903 if(self.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
1905 WaypointSprite_HelpMePing(self.wps_flagcarrier);
1907 else // create a normal help me waypointsprite
1909 WaypointSprite_Spawn("helpme", waypointsprite_deployed_lifetime, waypointsprite_limitedrange, self, FLAG_WAYPOINT_OFFSET, world, self.team, self, wps_helpme, FALSE, RADARICON_HELPME, '1 0.5 0');
1910 WaypointSprite_Ping(self.wps_helpme);
1916 MUTATOR_HOOKFUNCTION(ctf_VehicleEnter)
1918 if(vh_player.flagcarried)
1920 if(!autocvar_g_ctf_allow_vehicle_carry && !autocvar_g_ctf_allow_vehicle_touch)
1922 ctf_Handle_Throw(vh_player, world, DROP_NORMAL);
1926 setattachment(vh_player.flagcarried, vh_vehicle, "");
1927 setorigin(vh_player.flagcarried, VEHICLE_FLAG_OFFSET);
1928 vh_player.flagcarried.scale = VEHICLE_FLAG_SCALE;
1929 //vh_player.flagcarried.angles = '0 0 0';
1937 MUTATOR_HOOKFUNCTION(ctf_VehicleExit)
1939 if(vh_player.flagcarried)
1941 setattachment(vh_player.flagcarried, vh_player, "");
1942 setorigin(vh_player.flagcarried, FLAG_CARRY_OFFSET);
1943 vh_player.flagcarried.scale = FLAG_SCALE;
1944 vh_player.flagcarried.angles = '0 0 0';
1951 MUTATOR_HOOKFUNCTION(ctf_AbortSpeedrun)
1953 if(self.flagcarried)
1955 bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n");
1956 ctf_RespawnFlag(self);
1963 MUTATOR_HOOKFUNCTION(ctf_MatchEnd)
1965 entity flag; // temporary entity for the search method
1967 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1969 switch(flag.ctf_status)
1974 // lock the flag, game is over
1975 flag.movetype = MOVETYPE_NONE;
1976 flag.takedamage = DAMAGE_NO;
1977 flag.solid = SOLID_NOT;
1978 flag.nextthink = FALSE; // stop thinking
1980 print("stopping the ", flag.netname, " from moving.\n");
1988 // do nothing for these flags
1997 MUTATOR_HOOKFUNCTION(ctf_BotRoles)
1999 havocbot_ctf_reset_role(self);
2008 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
2009 CTF Starting point for a player in team one (Red).
2010 Keys: "angle" viewing angle when spawning. */
2011 void spawnfunc_info_player_team1()
2013 if(g_assault) { remove(self); return; }
2015 self.team = COLOR_TEAM1; // red
2016 spawnfunc_info_player_deathmatch();
2020 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
2021 CTF Starting point for a player in team two (Blue).
2022 Keys: "angle" viewing angle when spawning. */
2023 void spawnfunc_info_player_team2()
2025 if(g_assault) { remove(self); return; }
2027 self.team = COLOR_TEAM2; // blue
2028 spawnfunc_info_player_deathmatch();
2031 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
2032 CTF Starting point for a player in team three (Yellow).
2033 Keys: "angle" viewing angle when spawning. */
2034 void spawnfunc_info_player_team3()
2036 if(g_assault) { remove(self); return; }
2038 self.team = COLOR_TEAM3; // yellow
2039 spawnfunc_info_player_deathmatch();
2043 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
2044 CTF Starting point for a player in team four (Purple).
2045 Keys: "angle" viewing angle when spawning. */
2046 void spawnfunc_info_player_team4()
2048 if(g_assault) { remove(self); return; }
2050 self.team = COLOR_TEAM4; // purple
2051 spawnfunc_info_player_deathmatch();
2054 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2055 CTF flag for team one (Red).
2057 "angle" Angle the flag will point (minus 90 degrees)...
2058 "model" model to use, note this needs red and blue as skins 0 and 1...
2059 "noise" sound played when flag is picked up...
2060 "noise1" sound played when flag is returned by a teammate...
2061 "noise2" sound played when flag is captured...
2062 "noise3" sound played when flag is lost in the field and respawns itself...
2063 "noise4" sound played when flag is dropped by a player...
2064 "noise5" sound played when flag touches the ground... */
2065 void spawnfunc_item_flag_team1()
2067 if(!g_ctf) { remove(self); return; }
2069 ctf_FlagSetup(1, self); // 1 = red
2072 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2073 CTF flag for team two (Blue).
2075 "angle" Angle the flag will point (minus 90 degrees)...
2076 "model" model to use, note this needs red and blue as skins 0 and 1...
2077 "noise" sound played when flag is picked up...
2078 "noise1" sound played when flag is returned by a teammate...
2079 "noise2" sound played when flag is captured...
2080 "noise3" sound played when flag is lost in the field and respawns itself...
2081 "noise4" sound played when flag is dropped by a player...
2082 "noise5" sound played when flag touches the ground... */
2083 void spawnfunc_item_flag_team2()
2085 if(!g_ctf) { remove(self); return; }
2087 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
2090 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
2091 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
2092 Note: If you use spawnfunc_ctf_team entities you must define at least 2! However, unlike domination, you don't need to make a blank one too.
2094 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
2095 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
2096 void spawnfunc_ctf_team()
2098 if(!g_ctf) { remove(self); return; }
2100 self.classname = "ctf_team";
2101 self.team = self.cnt + 1;
2104 // compatibility for quake maps
2105 void spawnfunc_team_CTF_redflag() { spawnfunc_item_flag_team1(); }
2106 void spawnfunc_team_CTF_blueflag() { spawnfunc_item_flag_team2(); }
2107 void spawnfunc_team_CTF_redplayer() { spawnfunc_info_player_team1(); }
2108 void spawnfunc_team_CTF_blueplayer() { spawnfunc_info_player_team2(); }
2109 void spawnfunc_team_CTF_redspawn() { spawnfunc_info_player_team1(); }
2110 void spawnfunc_team_CTF_bluespawn() { spawnfunc_info_player_team2(); }
2118 void ctf_ScoreRules()
2120 ScoreRules_basics(2, SFL_SORT_PRIO_PRIMARY, 0, TRUE);
2121 ScoreInfo_SetLabel_TeamScore (ST_CTF_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
2122 ScoreInfo_SetLabel_PlayerScore(SP_CTF_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2123 ScoreInfo_SetLabel_PlayerScore(SP_CTF_CAPTIME, "captime", SFL_LOWER_IS_BETTER | SFL_TIME);
2124 ScoreInfo_SetLabel_PlayerScore(SP_CTF_PICKUPS, "pickups", 0);
2125 ScoreInfo_SetLabel_PlayerScore(SP_CTF_FCKILLS, "fckills", 0);
2126 ScoreInfo_SetLabel_PlayerScore(SP_CTF_RETURNS, "returns", 0);
2127 ScoreInfo_SetLabel_PlayerScore(SP_CTF_DROPS, "drops", SFL_LOWER_IS_BETTER);
2128 ScoreRules_basics_end();
2131 // code from here on is just to support maps that don't have flag and team entities
2132 void ctf_SpawnTeam (string teamname, float teamcolor)
2137 self.classname = "ctf_team";
2138 self.netname = teamname;
2139 self.cnt = teamcolor;
2141 spawnfunc_ctf_team();
2146 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
2148 // if no teams are found, spawn defaults
2149 if(find(world, classname, "ctf_team") == world)
2151 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
2152 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
2153 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
2159 void ctf_Initialize()
2161 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
2163 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
2164 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
2165 ctf_captureshield_force = autocvar_g_ctf_shield_force;
2167 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
2171 MUTATOR_DEFINITION(gamemode_ctf)
2173 MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
2174 MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
2175 MUTATOR_HOOK(PlayerDies, ctf_PlayerDies, CBC_ORDER_ANY);
2176 MUTATOR_HOOK(MatchEnd, ctf_MatchEnd, CBC_ORDER_ANY);
2177 MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
2178 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
2179 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
2180 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
2181 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
2182 MUTATOR_HOOK(HelpMePing, ctf_HelpMePing, CBC_ORDER_ANY);
2183 MUTATOR_HOOK(VehicleEnter, ctf_VehicleEnter, CBC_ORDER_ANY);
2184 MUTATOR_HOOK(VehicleExit, ctf_VehicleExit, CBC_ORDER_ANY);
2185 MUTATOR_HOOK(AbortSpeedrun, ctf_AbortSpeedrun, CBC_ORDER_ANY);
2186 MUTATOR_HOOK(HavocBot_ChooseRule, ctf_BotRoles, CBC_ORDER_ANY);
2190 if(time > 1) // game loads at time 1
2191 error("This is a game type and it cannot be added at runtime.");
2199 error("This is a game type and it cannot be removed at runtime.");