// these are needed since mutators are compiled last
// used in cheats.qc
-void ctf_RespawnFlag(entity flag)
+void ctf_RespawnFlag(entity flag);
-// used in t_quake3.qc
-void spawnfunc_info_player_team1();
-void spawnfunc_info_player_team2();
-void spawnfunc_info_player_team3();
-void spawnfunc_info_player_team4();
-void spawnfunc_item_flag_team1();
-void spawnfunc_item_flag_team2();
-void spawnfunc_ctf_team();
+// score rule declarations
+#define ST_CTF_CAPS 1
+#define SP_CTF_CAPS 4
+#define SP_CTF_CAPTIME 5
+#define SP_CTF_PICKUPS 6
+#define SP_CTF_DROPS 7
+#define SP_CTF_FCKILLS 8
+#define SP_CTF_RETURNS 9
// flag constants // for most of these, there is just one question to be asked: WHYYYYY?
#define FLAG_MIN (PL_MIN + '0 0 -13')
#define FLAG_CARRY_OFFSET ('-16 0 8')
#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
#define snd_flag_respawn noise3
.string snd_flag_dropped;
.string snd_flag_touch;
+.string snd_flag_pass;
+
+// effects
+.string toucheffect;
+.string passeffect;
+.string capeffect;
// list of flags on the map
entity ctf_worldflaglist;
.entity ctf_worldflagnext;
-entity ctf_staleflaglist;
.entity ctf_staleflagnext;
// waypoint sprites
.entity wps_flagcarrier;
.entity wps_flagdropped;
.entity wps_enemyflagcarrier;
+.float wps_helpme_time;
+float wpforenemy_announced;
+float wpforenemy_nextthink;
// statuses
#define FLAG_BASE 1
// flag properties
#define ctf_spawnorigin dropped_origin
+float ctf_stalemate; // indicates that a stalemate is active
float ctf_captimerecord; // record time for capturing the flag
.float ctf_pickuptime;
.float ctf_droptime;
.float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
-.entity ctf_carrier;
.entity ctf_dropper; // don't allow spam of dropping the flag
.float max_flag_health;
.float next_take_time;
-float wpforenemy_announced;
-float wpforenemy_nextthink;
-
-// 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
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
\ No newline at end of file
+float ctf_captureshield_force; // push force of the shield
+
+// bot player logic
+#define HAVOCBOT_CTF_ROLE_NONE 0
+#define HAVOCBOT_CTF_ROLE_DEFENSE 2
+#define HAVOCBOT_CTF_ROLE_MIDDLE 4
+#define HAVOCBOT_CTF_ROLE_OFFENSE 8
+#define HAVOCBOT_CTF_ROLE_CARRIER 16
+#define HAVOCBOT_CTF_ROLE_RETRIEVER 32
+#define HAVOCBOT_CTF_ROLE_ESCORT 64
+
+.float havocbot_cantfindflag;
+
+vector havocbot_ctf_middlepoint;
+float havocbot_ctf_middlepoint_radius;
+
+void havocbot_role_ctf_setrole(entity bot, float role);