// these are needed since mutators are compiled last
// used in cheats.qc
-void ctf_RespawnFlag(entity flag)
+void ctf_RespawnFlag(entity flag);
// score rule declarations
#define ST_CTF_CAPS 1
#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
#define FLAG_WAYPOINT_OFFSET ('0 0 64')
#define FLAG_FLOAT_OFFSET ('0 0 32')
+#define FLAG_PASS_ARC_OFFSET ('0 0 -10')
#define VEHICLE_FLAG_OFFSET ('0 0 96')
#define VEHICLE_FLAG_SCALE 1.0
.entity wps_flagcarrier;
.entity wps_flagdropped;
.entity wps_enemyflagcarrier;
+.float wps_helpme_time;
float wpforenemy_announced;
float wpforenemy_nextthink;
.float max_flag_health;
.float next_take_time;
-// passing properties
+// passing/throwing properties
+.float pass_distance;
.entity pass_sender;
.entity pass_target;
.float throw_antispam;
+.float throw_prevtime;
+.float throw_count;
// CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
.float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture