]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_ctf.qc
Merge remote branch 'origin/master' into samual/mutator_ctf
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_ctf.qc
index 34bc3081a00e514bb1c6cf7e825a63c436939000..3140822103815ec783fea3f9d3874ee00cebcce9 100644 (file)
 entity ctf_worldflaglist; // CTF flags in the map
 .entity ctf_worldflagnext;
 
+.vector ctf_spawnorigin; // stored vector for where the flag is placed on the map itself. 
+
 float ctf_captimerecord; // record time for capturing the flag
 .float ctf_pickuptime;
+.float ctf_pickupid;
 .float ctf_dropperid; // don't allow spam of dropping the flag
 .float ctf_droptime;
 .float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
 
+
 .float next_take_time; // Delay between when the person can pick up a flag // is this obsolete from the stuff above?
 
 // CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
@@ -30,17 +34,7 @@ float ctf_captureshield_min_negscore; // punish at -20 points
 float ctf_captureshield_max_ratio; // punish at most 30% of each team
 float ctf_captureshield_force; // push force of the shield
 
-// declare functions so they can be used in any order in the file
-void ctf_FlagTouch(void);
-void ctf_FlagThink(void);
-void ctf_SetupFlag(float, entity);
-void ctf_RespawnFlag(entity);
-float ctf_CaptureShield_CheckStatus(entity);
-void ctf_CaptureShield_Update(entity, float);
-float ctf_CaptureShield_Customize(void);
-void ctf_CaptureShield_Touch(void);
-void ctf_CaptureShield_Spawn(entity);
-
+// after game mode is finished, these will be changed to use #define with other entities so as to not create many more.
 
 // ==================
 // Misc CTF functions
@@ -48,10 +42,10 @@ void ctf_CaptureShield_Spawn(entity);
 
 float ctf_ReadScore(string parameter) // make this obsolete
 {
-       if(g_ctf_win_mode != 2)
+       //if(g_ctf_win_mode != 2)
                return cvar(strcat("g_ctf_personal", parameter));
-       else
-               return cvar(strcat("g_ctf_flag", parameter));
+       //else
+       //      return cvar(strcat("g_ctf_flag", parameter));
 }
 
 void ctf_FakeTimeLimit(entity e, float t)
@@ -65,94 +59,104 @@ void ctf_FakeTimeLimit(entity e, float t)
                WriteCoord(MSG_ONE, (t + 1) / 60);
 }
 
-void ctf_EventLog(string mode, float flagteam, entity actor)
+void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
 {
-       string s;
-       if(!autocvar_sv_eventlog)
-               return;
-       s = strcat(":ctf:", mode);
-       s = strcat(s, ":", ftos(flagteam));
-       if(actor != world)
-               s = strcat(s, ":", ftos(actor.playerid));
-       GameLogEcho(s);
+       if(autocvar_sv_eventlog)
+               GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
 }
 
-void ctf_CreateBaseWaypoints(entity flag, float teamnumber)
-{
-       // for bots
-       waypoint_spawnforitem_force(flag, flag.origin);
-       flag.nearestwaypointtimeout = 0; // activate waypointing again
-       flag.bot_basewaypoint = flag.nearestwaypoint;
 
-       // waypointsprites
-       WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 61', flag, wps_flagbase);
-       WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
-}
+// =======================
+// CaptureShield Functions 
+// =======================
 
-void ctf_SetStatus_ForType(entity flag, float type)
+float ctf_CaptureShield_CheckStatus(entity p) 
 {
-       if(flag.cnt ==  FLAG_CARRY)
+       float s, se;
+       entity e;
+       float players_worseeq, players_total;
+
+       if(ctf_captureshield_max_ratio <= 0)
+               return FALSE;
+
+       s = PlayerScore_Add(p, SP_SCORE, 0);
+       if(s >= -ctf_captureshield_min_negscore)
+               return FALSE;
+
+       players_total = players_worseeq = 0;
+       FOR_EACH_PLAYER(e)
        {
-               if(flag.owner == self)
-                       self.items |= type * 3; // carrying: self is currently carrying the flag
-               else 
-                       self.items |= type * 1; // taken: someone on self's team is carrying the flag
+               if(e.team != p.team)
+                       continue;
+               se = PlayerScore_Add(e, SP_SCORE, 0);
+               if(se <= s)
+                       ++players_worseeq;
+               ++players_total;
        }
-       else if(flag.cnt == FLAG_DROPPED) 
-               self.items |= type * 2; // lost: the flag is dropped somewhere on the map
-}
 
-void ctf_SetStatus() // re-write this in some less shitty way
-{
-       // declarations 
-       float redflags, blueflags;
-       local entity flag;
+       // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
+       // use this rule here
        
-       // initially clear items so they can be set as necessary later.
-       self.items &~= (IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
+       if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
+               return FALSE;
 
-       // item for stopping players from capturing the flag too often
-       if(self.ctf_captureshielded)
-               self.items |= IT_CTF_SHIELDED;
+       return TRUE;
+}
 
-       // figure out what flags we already own
-       for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
+void ctf_CaptureShield_Update(entity player, float wanted_status)
+{
+       float updated_status = ctf_CaptureShield_CheckStatus(player);
+       if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
        {
-               if(flag.items & IT_KEY2) // blue
-                       ++redflags;
-               else if(flag.items & IT_KEY1) // red
-                       ++blueflags;
+               if(updated_status) // TODO csqc notifier for this // Samual: How?
+                       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);
+               else
+                       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);
+                       
+               player.ctf_captureshielded = updated_status;
        }
+}
 
-       // blinking magic: if there is more than one flag, show one of these in a clever way // wtf?
-       if(redflags)
-               redflags = mod(floor(time * redflags * 0.75), redflags);
-               
-       if(blueflags)
-               blueflags = mod(floor(time * blueflags * 0.75), blueflags);
+float ctf_CaptureShield_Customize()
+{
+       if not(other.ctf_captureshielded)
+               return FALSE;
+       if(self.team == other.team)
+               return FALSE;
+       return TRUE;
+}
 
-       for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
-       {
-               if(flag.items & IT_KEY2) // blue
-               {
-                       if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times) // WHAT THE FUCK DOES THIS MEAN? whoever wrote this is shitty at explaining things.
-                               ctf_SetStatus_ForType(flag, IT_RED_FLAG_TAKEN);
-               }
-               else if(flag.items & IT_KEY1) // red
-               {
-                       if(--blueflags == -1) // happens exactly once
-                               ctf_SetStatus_ForType(flag, IT_BLUE_FLAG_TAKEN);
-               }
-       }
+void ctf_CaptureShield_Touch()
+{
+       if not(other.ctf_captureshielded)
+               return;
+       if(self.team == other.team)
+               return;
+       vector mymid;
+       vector othermid;
+       mymid = (self.absmin + self.absmax) * 0.5;
+       othermid = (other.absmin + other.absmax) * 0.5;
+       Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
+       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);
 }
 
-void ctf_Reset()
+void ctf_CaptureShield_Spawn(entity flag)
 {
-       if(self.owner)
-               if(self.owner.classname == "player")
-                       ctf_Handle_Drop(self.owner);
-                       
-       ctf_RespawnFlag(self);
+       entity e;
+       e = spawn();
+       e.enemy = self;
+       e.team = self.team;
+       e.touch = ctf_CaptureShield_Touch;
+       e.customizeentityforclient = ctf_CaptureShield_Customize;
+       e.classname = "ctf_captureshield";
+       e.effects = EF_ADDITIVE;
+       e.movetype = MOVETYPE_NOCLIP;
+       e.solid = SOLID_TRIGGER;
+       e.avelocity = '7 0 11';
+       setorigin(e, self.origin);
+       setmodel(e, "models/ctf/shield.md3");
+       e.scale = 0.5;
+       setsize(e, e.scale * e.mins, e.scale * e.maxs);
 }
 
 
@@ -160,7 +164,7 @@ void ctf_Reset()
 // Event Handlers
 // ==============
 
-void ctf_Handle_Drop(entity player) // make sure this works
+void ctf_Handle_Drop(entity player)
 {
        entity flag = player.flagcarried;
 
@@ -169,45 +173,44 @@ void ctf_Handle_Drop(entity player) // make sure this works
        
        // reset the flag
        setattachment(flag, world, "");
+       setorigin(flag, player.origin - '0 0 24' + '0 0 37');
        flag.owner.flagcarried = world;
        flag.owner = world;
-       flag.ctf_status = FLAG_DROPPED;
        flag.movetype = MOVETYPE_TOSS;
        flag.solid = SOLID_TRIGGER;
        flag.takedamage = DAMAGE_YES;
-       flag.flags = FL_ITEM; // does this need set? same as above.
-       setorigin(flag, player.origin - '0 0 24' + '0 0 37'); // eh wtf is with these weird values?
        flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
        flag.pain_finished = time + autocvar_g_ctf_flag_returntime; // replace this later
        
        flag.ctf_droptime = time;
        flag.ctf_dropperid = player.playerid;
+       flag.ctf_status = FLAG_DROPPED;
 
        // messages and sounds
        Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
-       sound(flag, CHAN_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
+       sound(flag, CH_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
        ctf_EventLog("dropped", player.team, player);
        
        // scoring
+       PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));       
        PlayerScore_Add(player, SP_CTF_DROPS, 1);
-       UpdateFrags(player, -ctf_ReadScore("penalty_drop"));
 
        // waypoints
-       WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, (COLOR_TEAM1 + COLOR_TEAM2 - flag.team), flag, wps_flagcarrier, FALSE);
+       WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE, RADARICON_FLAG, '0 1 1'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
        WaypointSprite_Ping(player.wps_flagcarrier);
        WaypointSprite_Kill(player.wps_flagcarrier);
 
-       // 
+       // captureshield
        ctf_CaptureShield_Update(player, 0); // shield only
 
-       // eh? 
+       // check if the flag will fall off the map
        trace_startsolid = FALSE;
        tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
        if(trace_startsolid)
                dprint("FLAG FALLTHROUGH will happen SOON\n");
 }
 
-void ctf_Handle_Capture(entity flag, entity player) // this too
+void ctf_Handle_Capture(entity flag, entity player)
 {
        // declarations
        float cap_time, cap_record, success;
@@ -216,12 +219,12 @@ void ctf_Handle_Capture(entity flag, entity player) // this too
        // records
        if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) {
                cap_record = ctf_captimerecord;
-               cap_time = (time - flag.ctf_pickuptime);
+               cap_time = (time - player.flagcarried.ctf_pickuptime);
 
                refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
                refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
 
-               if(ctf_captimerecord) 
+               if(!ctf_captimerecord) 
                        { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
                else if(cap_time < cap_record) 
                        { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
@@ -236,156 +239,160 @@ void ctf_Handle_Capture(entity flag, entity player) // this too
        
        // messages and sounds
        Send_KillNotification(player.netname, player.flagcarried.netname, cap_message, INFO_CAPTUREFLAG, MSG_INFO);
-       sound(player, CHAN_AUTO, flag.noise2, VOL_BASE, ATTN_NONE);
+       sound(player, CH_TRIGGER, flag.noise2, VOL_BASE, ATTN_NONE); // "ctf/*_capture.wav"
+       ctf_EventLog("capture", player.flagcarried.team, player);
        
        // scoring
+       PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
        PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
-       ctf_EventLog("capture", player.flagcarried.team, player);
-       UpdateFrags(player, ctf_ReadScore("score_capture"));
 
        // effects
        if (autocvar_g_ctf_flag_capture_effects) 
        {
                pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
-               shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
+               //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
        }
 
-       // waypointsprites // todo: improve this vvvv
-       WaypointSprite_DetachCarrier(player);
+       // waypointsprites
+       WaypointSprite_Kill(player.wps_flagcarrier);
 
        // reset the flag
-       if(flag.speedrunning)
-               ctf_FakeTimeLimit(player, -1);
+       if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
        
        ctf_RespawnFlag(player.flagcarried);
-       //player.flagcarried = world;
-       //player.next_take_time = time + 1;
 }
 
-void ctf_Handle_Return(entity flag, entity player) // todo: re-write this
+void ctf_Handle_Return(entity flag, entity player)
 {
-       /*
-       // return flag
+       // messages and sounds
        Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
-       //bprint(player.netname, "^7 returned the ", flag.netname, "\n");
-
-       // punish the player who last had it
-       FOR_EACH_PLAYER(player)
-               if(player.playerid == flag.ctf_dropperid)
-               {
-                       PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
-                       ctf_captureshield_update(player, 0); // shield only
-               }
+       sound(player, CH_TRIGGER, flag.noise1, VOL_BASE, ATTN_NONE);
+       ctf_EventLog("return", flag.team, player);
 
-       // punish the team who was last carrying it
-       TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned"));
+       // scoring
+       PlayerTeamScore_AddScore(player, ctf_ReadScore(strcat("score_return", ((player.playerid == flag.playerid) ? "_by_killer" : "")))); // reward for return
+       PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
 
-       // reward the player who returned it
-       if(player.playerid == flag.playerid) // is this the guy who killed the FC last?
-       {
-               if (player.team == COLOR_TEAM1 || player.team == COLOR_TEAM2)
-                       UpdateFrags(player, ctf_ReadScore("score_return_by_killer"));
-               else
-                       UpdateFrags(player, ctf_ReadScore("score_return_rogue_by_killer"));
-       }
-       else
+       TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
+       FOR_EACH_PLAYER(player) if(player.playerid == flag.ctf_dropperid) // punish the player who dropped the flag
        {
-               if (player.team == COLOR_TEAM1 || player.team == COLOR_TEAM2)
-                       UpdateFrags(player, ctf_ReadScore("score_return"));
-               else
-                       UpdateFrags(player, ctf_ReadScore("score_return_rogue"));
+               PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
+               ctf_CaptureShield_Update(player, 0); // shield only
        }
-       PlayerScore_Add(player, SP_CTF_RETURNS, 1);
-       ctf_EventLog("return", flag.team, player);
-       sound(player, CHAN_AUTO, flag.noise1, VOL_BASE, ATTN_NONE);
-       ReturnFlag(flag);
-       */
+
+       // waypointsprites 
+       WaypointSprite_Kill(flag.wps_flagdropped);
+       
+       // reset the flag
+       ctf_RespawnFlag(flag);
 }
 
-void ctf_Handle_Pickup_Base(entity flag, entity player) // todo: re-write this
+void ctf_Handle_Pickup_Base(entity flag, entity player)
 {
-       if (player.next_take_time > time)
-               return;
-                       
-       if (autocvar_g_ctf_flag_pickup_effects) // pickup effect
-               pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
-                       
-       // pick up
-       flag.ctf_pickuptime = time; // used for timing runs
-       flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
-       if(player.speedrunning)
-       if(ctf_captimerecord)
-               ctf_FakeTimeLimit(player, time + ctf_captimerecord);
-       flag.solid = SOLID_NOT;
-       setorigin(flag, flag.origin); // relink
+       entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
+       string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
+
+       // attach the flag to the player
        flag.owner = player;
        player.flagcarried = flag;
-       flag.ctf_status = FLAG_CARRY;
+       setattachment(flag, player, "");
+       setorigin(flag, FLAG_CARRY_POS);
+       
+       // set up the flag
+       flag.movetype = MOVETYPE_NONE;
+       flag.takedamage = DAMAGE_NO;
+       flag.solid = SOLID_NOT;
        flag.angles = '0 0 0';
+       flag.ctf_pickuptime = time; // used for timing runs
+       flag.ctf_pickupid = player.playerid;
+       flag.ctf_status = FLAG_CARRY;
+       
+       // messages and sounds
        Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
-       UpdateFrags(player, ctf_ReadScore("score_pickup_base"));
-       flag.ctf_dropperid = player.playerid;
-       PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
+       sound(player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
        ctf_EventLog("steal", flag.team, player);
-       sound (player, CHAN_AUTO, flag.noise, VOL_BASE, ATTN_NONE);
-
-       FOR_EACH_PLAYER(player)
-               if(player.team == flag.team)
-                       centerprint(player, "The enemy got your flag! Retrieve it!");
-
-       flag.movetype = MOVETYPE_NONE;
-       setorigin(flag, FLAG_CARRY_POS);
-       setattachment(flag, player, "");
-       WaypointSprite_AttachCarrier("flagcarrier", player);
-       WaypointSprite_UpdateTeamRadar(player.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
-       WaypointSprite_Ping(flag.sprite);
-
+       verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : ""); // replace TRUE with an autocvar for it.
+       FOR_EACH_PLAYER(tmp_player)
+               if(tmp_player.team == flag.team)
+                       centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
+               else if((tmp_player.team == player.team) && (tmp_player != player))
+                       centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
+       
+       // scoring
+       PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
+       PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
+       
+       // speedrunning
+       flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
+       if((player.speedrunning) && (ctf_captimerecord))
+               ctf_FakeTimeLimit(player, time + ctf_captimerecord);
+               
+       // effects
+       if (autocvar_g_ctf_flag_pickup_effects)
+       {
+               pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
+       }
+       
+       // waypoints 
+       WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
+       WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
+       WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
+       WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
+       WaypointSprite_Ping(player.wps_flagcarrier);
 }
  
-void ctf_Handle_Pickup_Dropped(entity flag, entity player) // todo: re-write this
+void ctf_Handle_Pickup_Dropped(entity flag, entity player) // make sure this works
 {
-       /*
-       if(flag.waypointsprite_attachedforcarrier)
-               WaypointSprite_DetachCarrier(flag);
+       // declarations
+       float returnscore = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1); // can this be division by zero?
+       entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
+       string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
 
-       if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
-               pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
-                       
-       // pick up
-       flag.solid = SOLID_NOT;
-       setorigin(flag, flag.origin); // relink
+       // attach the flag to the player
        flag.owner = player;
        player.flagcarried = flag;
-       flag.cnt = FLAG_CARRY;
+       setattachment(flag, player, "");
+       setorigin(flag, FLAG_CARRY_POS);
+       
+       // set up the flag
+       flag.movetype = MOVETYPE_NONE;
+       flag.takedamage = DAMAGE_NO;
+       flag.solid = SOLID_NOT;
+       flag.angles = '0 0 0';
+       //flag.ctf_pickuptime = time; // don't update pickuptime since this isn't a real steal. 
+       flag.ctf_pickupid = player.playerid;
+       flag.ctf_status = FLAG_CARRY;
+
+       // messages and sounds
        Send_KillNotification (player.netname, flag.netname, "", INFO_PICKUPFLAG, MSG_INFO);
-       //bprint(player.netname, "^7 picked up the ", flag.netname, "\n");
-
-       float f;
-       f = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1);
-       //print("factor is ", ftos(f), "\n");
-       f = ctf_ReadScore("score_pickup_dropped_late") * (1-f)
-         + ctf_ReadScore("score_pickup_dropped_early") * f;
-       f = floor(f + 0.5);
-       flag.dropperid = player.playerid;
-       //print("score is ", ftos(f), "\n");
-
-       UpdateFrags(player, f);
+       sound (player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
+       ctf_EventLog("pickup", flag.team, player);
+       verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : "");
+       FOR_EACH_PLAYER(tmp_player)
+               if(tmp_player.team == flag.team)
+                       centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
+               else if((tmp_player.team == player.team) && (tmp_player != player))
+                       centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
+
+       // scoring
+       returnscore = floor((ctf_ReadScore("score_pickup_dropped_late") * (1-returnscore) + ctf_ReadScore("score_pickup_dropped_early") * returnscore) + 0.5);
+       print("score is ", ftos(returnscore), "\n");
+       PlayerTeamScore_AddScore(player, returnscore);
        PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
-       LogCTF("pickup", flag.team, player);
-       sound (player, CHAN_AUTO, flag.noise, VOL_BASE, ATTN_NONE);
 
-       FOR_EACH_PLAYER(player)
-               if(player.team == flag.team)
-                       centerprint(player, "The enemy got your flag! Retrieve it!");
+       // effects
+       if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
+       {
+               pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1); 
+       }
 
-       flag.movetype = MOVETYPE_NONE;  // flag must have MOVETYPE_NONE here, playerwise it will drop through the floor...
-       setorigin(flag, FLAG_CARRY_POS);
-       setattachment(flag, player, "");
-       flag.damageforcescale = 0;
-       flag.takedamage = DAMAGE_NO;
-       WaypointSprite_AttachCarrier("flagcarrier", player);
-       WaypointSprite_UpdateTeamRadar(player.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
-       */
+       // waypoints
+       WaypointSprite_Kill(flag.wps_flagdropped);
+       WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
+       WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
+       WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
+       WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
+       WaypointSprite_Ping(player.wps_flagcarrier);
 }
 
 
@@ -393,6 +400,153 @@ void ctf_Handle_Pickup_Dropped(entity flag, entity player) // todo: re-write thi
 // Main Flag Functions
 // ===================
 
+void ctf_FlagThink()
+{
+       // declarations
+       entity tmp_entity;
+
+       self.nextthink = time + 0.1; // only 10 fps, more is unnecessary.
+
+       // captureshield
+       if(self == ctf_worldflaglist) // only for the first flag
+               FOR_EACH_CLIENT(tmp_entity)
+                       ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
+
+       // sanity checks
+       if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
+               dprint("wtf the flag got squished?\n");
+               tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
+               if(!trace_startsolid) // can we resize it without getting stuck?
+                       setsize(self, FLAG_MIN, FLAG_MAX); }
+
+       if(self.owner.classname != "player" || (self.owner.deadflag) || (self.owner.flagcarried != self)) {
+               dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
+               ctf_Handle_Drop(self.owner);
+               return; }
+
+       // main think method
+       switch(self.ctf_status) 
+       {       
+               case FLAG_BASE: // nothing to do here
+                       return;
+               
+               case FLAG_DROPPED:
+                       // flag fallthrough? FIXME remove this if bug is really fixed now
+                       if(self.origin_z < -131072)
+                       {
+                               dprint("FLAG FALLTHROUGH just happened\n");
+                               self.pain_finished = 0;
+                       }
+                       setattachment(self, world, "");
+                       if(time > self.pain_finished)
+                       {
+                               bprint("The ", self.netname, " has returned to base\n");
+                               sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
+                               ctf_EventLog("returned", self.team, world);
+                               ctf_RespawnFlag(self);
+                       }
+                       return;
+                               
+               case FLAG_CARRY:
+                       if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord)) 
+                       {
+                               bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
+                               sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
+
+                               self.owner.impulse = 141; // returning!
+
+                               tmp_entity = self;
+                               self = self.owner;
+                               ctf_RespawnFlag(tmp_entity);
+                               ImpulseCommands();
+                               self = tmp_entity;
+                       }
+                       return;
+
+               default: // this should never happen
+                       dprint("Think: Flag exists with no status?\n");
+                       return;
+       }
+}
+
+void ctf_FlagTouch()
+{
+       if(gameover) { return; }
+       if(!self) { return; }
+       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+       { // The flag fell off the map, respawn it since players can't get to it
+               //ctf_RespawnFlag(self);
+               return;
+       }
+       if(other.deadflag != DEAD_NO) { return; }
+       if(other.classname != "player") 
+       {  // The flag just touched an object, most likely the world
+               pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
+               sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
+               return; 
+       }
+       else if(self.wait > time) { return; }
+
+       switch(self.ctf_status) 
+       {       
+               case FLAG_BASE:
+                       if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
+                               ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
+                       else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
+                               ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
+                       break;
+               
+               case FLAG_DROPPED:
+                       if(other.team == self.team)
+                               ctf_Handle_Return(self, other); // other just returned his own flag
+                       else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
+                               ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
+                       break;
+                               
+               case FLAG_CARRY:
+                       dprint("Someone touched a flag even though it was being carried?\n");
+                       break;
+
+               default: // this should never happen
+                       dprint("Touch: Flag exists with no status?\n");
+                       break;
+       }
+}
+
+void ctf_RespawnFlag(entity flag)
+{
+       // reset the player (if there is one)
+       if((flag.owner) && (flag.owner.flagcarried == flag))
+       {
+               WaypointSprite_Kill(flag.wps_flagcarrier);
+               flag.owner.flagcarried = world;
+
+               if(flag.speedrunning)
+                       ctf_FakeTimeLimit(flag.owner, -1);
+       }
+
+       // reset the flag
+       setattachment(flag, world, "");
+       setorigin(flag, flag.ctf_spawnorigin); // replace with flag.ctf_spawnorigin
+       flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
+       flag.takedamage = DAMAGE_NO;
+       flag.solid = SOLID_TRIGGER;
+       flag.velocity = '0 0 0';
+       flag.angles = flag.mangle;
+       flag.ctf_status = FLAG_BASE;
+       flag.flags = FL_ITEM | FL_NOTARGET;
+       flag.owner = world;
+}
+
+void ctf_Reset()
+{
+       if(self.owner)
+               if(self.owner.classname == "player")
+                       ctf_Handle_Drop(self.owner);
+                       
+       ctf_RespawnFlag(self);
+}
+
 void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc 
 {
        // declarations
@@ -409,37 +563,35 @@ void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag
        flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
        flag.classname = "item_flag_team";
        flag.target = "###item###"; // wut?
-       flag.flags = FL_ITEM;
+       flag.flags = FL_ITEM | FL_NOTARGET;
        flag.solid = SOLID_TRIGGER;
        flag.velocity = '0 0 0';
        flag.ctf_status = FLAG_BASE;
+       flag.ctf_spawnorigin = flag.origin; 
        flag.mangle = flag.angles;
        flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
        
        if(flag.spawnflags & 1) // I don't understand what all this is about.
        {       
                flag.noalign = TRUE;
-               flag.dropped_origin = flag.origin; 
                flag.movetype = MOVETYPE_NONE;
+               print("This map was loaded with flags using MOVETYPE_NONE\n");
        }
        else 
        { 
                flag.noalign = FALSE;
-               droptofloor(); 
                flag.movetype = MOVETYPE_TOSS; 
+               print("This map was loaded with flags using MOVETYPE_TOSS\n");
        }       
        
        flag.reset = ctf_Reset;
        flag.touch = ctf_FlagTouch;
-       //flag.think = ctf_RespawnFlag;
-       //flag.nextthink = time + 0.2; // start after doors etc // Samual: 0.2 though? Why? 
 
        // appearence
        if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
        setmodel (flag, flag.model); // precision set below
        setsize(flag, FLAG_MIN, FLAG_MAX);
-       setorigin(flag, flag.origin);// + '0 0 37');
-       //flag.origin_z = flag.origin_z + 6; // why 6?
+       setorigin(flag, flag.origin);
        if(!flag.scale) { flag.scale = 0.6; }
        
        flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
@@ -472,277 +624,91 @@ void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag
        precache_model("models/ctf/shield.md3");
        precache_model("models/ctf/shockwavetransring.md3");
 
-       // other initialization stuff
-       ctf_CreateBaseWaypoints(flag, teamnumber);
-       ctf_CaptureShield_Spawn(flag);
-       //InitializeEntity(flag, ctf_RespawnFlag, INITPRIO_SETLOCATION);
-       //InitializeEntity(self, ctf_CaptureShield_Spawn, INITPRIO_SETLOCATION);
-}
-
-void ctf_RespawnFlag(entity flag) // todo: re-write this
-{
-       //if((self) && (!flag) { flag = self } 
-       if(flag.classname != "item_flag_team") { backtrace("ctf_RespawnFlag was called incorrectly."); return; }
-
-       if(flag.owner)
-       if(flag.owner.flagcarried == flag)
-       {
-               WaypointSprite_DetachCarrier(flag.owner);
-               flag.owner.flagcarried = world;
+       // bot waypoints
+       waypoint_spawnforitem_force(flag, flag.origin);
+       flag.nearestwaypointtimeout = 0; // activate waypointing again
+       flag.bot_basewaypoint = flag.nearestwaypoint;
 
-               if(flag.speedrunning)
-                       ctf_FakeTimeLimit(flag.owner, -1);
-       }
-       flag.owner = world;
-       
-       if(flag.waypointsprite_attachedforcarrier)
-               WaypointSprite_DetachCarrier(flag);
+       // waypointsprites
+       WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 64', flag, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
+       WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
 
-       setattachment(flag, world, "");
-       flag.damageforcescale = 0;
-       flag.takedamage = DAMAGE_NO;
-       flag.movetype = MOVETYPE_NONE;
-       if(!flag.noalign)
-               flag.movetype = MOVETYPE_TOSS;
-       flag.velocity = '0 0 0';
-       flag.solid = SOLID_TRIGGER;
-       // TODO: play a sound here
-       setorigin(flag, flag.dropped_origin);
-       flag.angles = flag.mangle;
-       flag.ctf_status = FLAG_BASE;
-       flag.owner = world;
-       flag.flags = FL_ITEM; // clear FL_ONGROUND and any other junk // there shouldn't be any "junk" set on this... look into it and make sure it's kept clean. 
+       // captureshield setup
+       ctf_CaptureShield_Spawn(flag);
 }
 
-void ctf_FlagThink() // todo: re-write this
-{
-       local entity e;
-
-       self.nextthink = time + 0.1;
-
-       // sorry, we have to reset the flag size if it got squished by something
-       if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX)
-       {
-               // if we can grow back, grow back
-               tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
-               if(!trace_startsolid)
-                       setsize(self, FLAG_MIN, FLAG_MAX);
-       }
-
-       if(self == ctf_worldflaglist) // only for the first flag
-       {
-               FOR_EACH_CLIENT(e)
-                       ctf_CaptureShield_Update(e, 1); // release shield only
-       }
-
-       if(self.speedrunning)
-       if(self.cnt == FLAG_CARRY)
-       {
-               if(self.owner)
-               if(ctf_captimerecord)
-               if(time >= self.ctf_pickuptime + ctf_captimerecord)
-               {
-                       bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
-
-                       sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
-                       self.owner.impulse = 141; // returning!
 
-                       e = self;
-                       self = self.owner;
-                       ctf_RespawnFlag(e);
-                       ImpulseCommands();
-                       self = e;
-                       return;
-               }
-       }
-
-       if(self.cnt == FLAG_BASE)
-               return;
-
-       if(self.cnt == FLAG_DROPPED)
-       {
-               // flag fallthrough? FIXME remove this if bug is really fixed now
-               if(self.origin_z < -131072)
-               {
-                       dprint("FLAG FALLTHROUGH just happened\n");
-                       self.pain_finished = 0;
-               }
-               setattachment(self, world, "");
-               if(time > self.pain_finished)
-               {
-                       bprint("The ", self.netname, " has returned to base\n");
-                       sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
-                       ctf_EventLog("returned", self.team, world);
-                       ctf_RespawnFlag(self);
-               }
-               return;
-       }
-
-       e = self.owner;
-       if(e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
-       {
-               dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
-               ctf_Handle_Drop(e);
-               return;
-       }
+// ==============
+// Hook Functions
+// ==============
 
-       if(autocvar_g_ctf_allow_drop)
-       if(e.BUTTON_USE)
-               ctf_Handle_Drop(self);
-}
+// g_ctf_ignore_frags
 
-void ctf_FlagTouch()
+MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
 {
-       if(gameover) { return; }
-       if(!self) { return; }
-       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-       { // The flag fell off the map, respawn it since players can't get to it
-               ctf_RespawnFlag(self);
-               return;
-       }
-       if(other.deadflag != DEAD_NO) { return; }
-       if(other.classname != "player") 
-       {  // The flag just touched an object, most likely the world
-               pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
-               sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
-               return; 
-       }
-       else if(self.wait > time) { return; }
-
-       switch(self.ctf_status) 
-       {       
-               case FLAG_BASE:
-                       if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
-                               ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
-                       else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
-                               ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
-                       break;
-               
-               case FLAG_DROPPED:
-                       if(other.team == self.team)
-                               ctf_Handle_Return(self, other); // other just returned his own flag
-                       else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
-                               ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
-                       break;
-                               
-               case FLAG_CARRY:
-               default:
-                       dprint("Someone touched a flag even though it was being carried? wtf?\n");
-                       break; // this should never happen
-       }
+       if(self.flagcarried) { ctf_Handle_Drop(self); }
+       return 0;
 }
 
-
-// =======================
-// CaptureShield Functions 
-// =======================
-
-float ctf_CaptureShield_CheckStatus(entity p) // check to see 
+MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
 {
-       float s, se;
-       entity e;
-       float players_worseeq, players_total;
-
-       if(ctf_captureshield_max_ratio <= 0)
-               return FALSE;
+       entity flag;
+       
+       // initially clear items so they can be set as necessary later.
+       self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST 
+               | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
 
-       s = PlayerScore_Add(p, SP_SCORE, 0);
-       if(s >= -ctf_captureshield_min_negscore)
-               return FALSE;
+       // item for stopping players from capturing the flag too often
+       if(self.ctf_captureshielded)
+               self.items |= IT_CTF_SHIELDED;
 
-       players_total = players_worseeq = 0;
-       FOR_EACH_PLAYER(e)
+       // scan through all the flags and notify the client about them 
+       for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
        {
-               if(e.team != p.team)
-                       continue;
-               se = PlayerScore_Add(e, SP_SCORE, 0);
-               if(se <= s)
-                       ++players_worseeq;
-               ++players_total;
+               if(flag.ctf_status == FLAG_CARRY)
+                       if(flag.owner == self)
+                               self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
+                       else 
+                               self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
+               else if(flag.ctf_status == FLAG_DROPPED) 
+                       self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
        }
-
-       // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
-       // use this rule here
        
-       if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
-               return FALSE;
-
-       return TRUE;
+       return 0;
 }
 
-void ctf_CaptureShield_Update(entity p, float dir)
-{
-       float should;
-       if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
+MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
+{      /*
+       if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
        {
-               should = ctf_CaptureShield_CheckStatus(p);
-               if(should != dir)
+               if(frag_target == frag_attacker) // damage done to yourself
                {
-                       if(should) // TODO csqc notifier for this
-                               centerprint_atprio(p, CENTERPRIO_SHIELDING, "^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.");
-                       else
-                               centerprint_atprio(p, CENTERPRIO_SHIELDING, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.");
-                       
-                       p.ctf_captureshielded = should;
+                       frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
+                       frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
                }
-       }
-}
-
-float ctf_CaptureShield_Customize()
-{
-       if not(other.ctf_captureshielded)
-               return FALSE;
-       if(self.team == other.team)
-               return FALSE;
-       return TRUE;
-}
-
-void ctf_CaptureShield_Touch()
-{
-       if not(other.ctf_captureshielded)
-               return;
-       if(self.team == other.team)
-               return;
-       vector mymid;
-       vector othermid;
-       mymid = (self.absmin + self.absmax) * 0.5;
-       othermid = (other.absmin + other.absmax) * 0.5;
-       Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
-       centerprint_atprio(other, CENTERPRIO_SHIELDING, "^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.");
+               else // damage done to noncarriers
+               {
+                       frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
+                       frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
+               }
+       }*/
+       return 0;
 }
 
-void ctf_CaptureShield_Spawn(entity flag)
+MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
 {
-       entity e;
-       e = spawn();
-       e.enemy = self;
-       e.team = self.team;
-       e.touch = ctf_CaptureShield_Touch;
-       e.customizeentityforclient = ctf_CaptureShield_Customize;
-       e.classname = "ctf_captureshield";
-       e.effects = EF_ADDITIVE;
-       e.movetype = MOVETYPE_NOCLIP;
-       e.solid = SOLID_TRIGGER;
-       e.avelocity = '7 0 11';
-       setorigin(e, self.origin);
-       setmodel(e, "models/ctf/shield.md3");
-       e.scale = 0.5;
-       setsize(e, e.scale * e.mins, e.scale * e.maxs);
+       frag_score = 0; // no frags counted in keepaway
+       return (g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count. 
 }
 
-
-// ==============
-// Hook Functions
-// ==============
-
-MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
+MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
 {
-       if(self.flagcarried) { ctf_Handle_Drop(self); } // figure this out
-       
-       return TRUE;
+       if(autocvar_g_ctf_allow_drop)
+               ctf_Handle_Drop(self);
+               
+       return 0;
 }
 
-
 // ==========
 // Spawnfuncs
 // ==========
@@ -806,7 +772,7 @@ void spawnfunc_item_flag_team1()
 {
        if(!g_ctf) { remove(self); return; }
 
-       ctf_SetupFlag(1, self);
+       ctf_SetupFlag(1, self); // 1 = red
 }
 
 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
@@ -822,7 +788,7 @@ void spawnfunc_item_flag_team2()
 {
        if(!g_ctf) { remove(self); return; }
 
-       ctf_SetupFlag(0, self);
+       ctf_SetupFlag(0, self); // the 0 is misleading, but -- 0 = blue.
 }
 
 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
@@ -847,7 +813,7 @@ void spawnfunc_ctf_team()
 // code from here on is just to support maps that don't have flag and team entities
 void ctf_SpawnTeam (string teamname, float teamcolor)
 {
-       local entity oldself;
+       entity oldself;
        oldself = self;
        self = spawn();
        self.classname = "ctf_team";
@@ -859,14 +825,17 @@ void ctf_SpawnTeam (string teamname, float teamcolor)
        self = oldself;
 }
 
-void ctf_DelayedInit()
+void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
 {
        // if no teams are found, spawn defaults
        if(find(world, classname, "ctf_team") == world)
        {
+               print("NO TEAMS FOUND FOR CTF! creating them anyway.\n");
                ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
                ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
        }
+       
+       ScoreRules_ctf();
 }
 
 void ctf_Initialize()
@@ -877,9 +846,7 @@ void ctf_Initialize()
        ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
        ctf_captureshield_force = autocvar_g_ctf_shield_force;
 
-       g_ctf_win_mode = cvar("g_ctf_win_mode");
-       
-       ScoreRules_ctf();
+       //g_ctf_win_mode = cvar("g_ctf_win_mode");
        
        InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
 }
@@ -890,9 +857,10 @@ MUTATOR_DEFINITION(gamemode_ctf)
        MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
        MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
-       //MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
-       //MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
-       //MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
+       MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
        //MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
 
        MUTATOR_ONADD