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1 // ================================================================
2 //  Official capture the flag game mode coding, reworked by Samual
3 //  Last updated: March 30th, 2012
4 // ================================================================
5
6 float ctf_ReadScore(string parameter) // make this obsolete
7 {
8         //if(g_ctf_win_mode != 2)
9                 return cvar(strcat("g_ctf_personal", parameter));
10         //else
11         //      return cvar(strcat("g_ctf_flag", parameter));
12 }
13
14 void ctf_FakeTimeLimit(entity e, float t)
15 {
16         msg_entity = e;
17         WriteByte(MSG_ONE, 3); // svc_updatestat
18         WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
19         if(t < 0)
20                 WriteCoord(MSG_ONE, autocvar_timelimit);
21         else
22                 WriteCoord(MSG_ONE, (t + 1) / 60);
23 }
24
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
26 {
27         if(autocvar_sv_eventlog)
28                 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
29 }
30
31 string ctf_CaptureRecord(entity flag, entity player)
32 {
33         float cap_time, cap_record, success;
34         string cap_message, refername;
35         
36         if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) 
37         {
38                 cap_record = ctf_captimerecord;
39                 cap_time = (time - flag.ctf_pickuptime);
40
41                 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
42                 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
43
44                 if(!ctf_captimerecord) 
45                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
46                 else if(cap_time < cap_record) 
47                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
48                 else
49                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
50
51                 if(success) 
52                 {
53                         ctf_captimerecord = cap_time;
54                         db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
55                         db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
56                         write_recordmarker(player, (time - cap_time), cap_time); 
57                 } 
58         }
59         
60         return cap_message;
61 }
62
63 void ctf_FlagcarrierWaypoints(entity player)
64 {
65         WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0');
66         WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
67         WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
68         WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
69 }
70
71
72 // =======================
73 // CaptureShield Functions 
74 // =======================
75
76 float ctf_CaptureShield_CheckStatus(entity p) 
77 {
78         float s, se;
79         entity e;
80         float players_worseeq, players_total;
81
82         if(ctf_captureshield_max_ratio <= 0)
83                 return FALSE;
84
85         s = PlayerScore_Add(p, SP_SCORE, 0);
86         if(s >= -ctf_captureshield_min_negscore)
87                 return FALSE;
88
89         players_total = players_worseeq = 0;
90         FOR_EACH_PLAYER(e)
91         {
92                 if(e.team != p.team)
93                         continue;
94                 se = PlayerScore_Add(e, SP_SCORE, 0);
95                 if(se <= s)
96                         ++players_worseeq;
97                 ++players_total;
98         }
99
100         // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
101         // use this rule here
102         
103         if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
104                 return FALSE;
105
106         return TRUE;
107 }
108
109 void ctf_CaptureShield_Update(entity player, float wanted_status)
110 {
111         float updated_status = ctf_CaptureShield_CheckStatus(player);
112         if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
113         {
114                 if(updated_status) // TODO csqc notifier for this // Samual: How?
115                         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);
116                 else
117                         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);
118                         
119                 player.ctf_captureshielded = updated_status;
120         }
121 }
122
123 float ctf_CaptureShield_Customize()
124 {
125         if not(other.ctf_captureshielded) { return FALSE; }
126         if(self.team == other.team) { return FALSE; }
127         
128         return TRUE;
129 }
130
131 void ctf_CaptureShield_Touch()
132 {
133         if not(other.ctf_captureshielded) { return; }
134         if(self.team == other.team) { return; }
135         
136         vector mymid = (self.absmin + self.absmax) * 0.5;
137         vector othermid = (other.absmin + other.absmax) * 0.5;
138
139         Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
140         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);
141 }
142
143 void ctf_CaptureShield_Spawn(entity flag)
144 {
145         entity shield = spawn();
146         
147         shield.enemy = self;
148         shield.team = self.team;
149         shield.touch = ctf_CaptureShield_Touch;
150         shield.customizeentityforclient = ctf_CaptureShield_Customize;
151         shield.classname = "ctf_captureshield";
152         shield.effects = EF_ADDITIVE;
153         shield.movetype = MOVETYPE_NOCLIP;
154         shield.solid = SOLID_TRIGGER;
155         shield.avelocity = '7 0 11';
156         shield.scale = 0.5;
157         
158         setorigin(shield, self.origin);
159         setmodel(shield, "models/ctf/shield.md3");
160         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
161 }
162
163
164 // ====================
165 // Drop/Pass/Throw Code
166 // ====================
167
168 void ctf_Handle_Drop(entity flag, entity player, float droptype)
169 {
170         // declarations
171         player = (player ? player : flag.pass_sender);
172
173         // main
174         flag.movetype = MOVETYPE_TOSS;
175         flag.takedamage = DAMAGE_YES;
176         flag.health = flag.max_flag_health;
177         flag.ctf_droptime = time;
178         flag.ctf_dropper = player;
179         flag.ctf_status = FLAG_DROPPED;
180         
181         // messages and sounds
182         Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
183         sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
184         ctf_EventLog("dropped", player.team, player);
185
186         // scoring
187         PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));       
188         PlayerScore_Add(player, SP_CTF_DROPS, 1);
189         
190         // waypoints
191         if(autocvar_g_ctf_flag_dropped_waypoint)
192                 WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, FALSE, RADARICON_FLAG, '0 0.5 0' + ((flag.team == COLOR_TEAM1) ? '0.75 0 0' : '0 0 0.75')); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
193
194         if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
195         {
196                 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
197                 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
198         }
199         
200         player.throw_antispam = time + autocvar_g_ctf_pass_wait;
201         
202         if(droptype == DROP_PASS)
203         {
204                 flag.pass_sender = world;
205                 flag.pass_target = world;
206         }
207 }
208
209 void ctf_Handle_Retrieve(entity flag, entity player)
210 {
211         entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
212         entity sender = flag.pass_sender;
213         
214         // transfer flag to player
215         flag.ctf_carrier = player;
216         flag.owner = player;
217         flag.owner.flagcarried = flag;
218         
219         // reset flag
220         setattachment(flag, player, "");
221         setorigin(flag, FLAG_CARRY_OFFSET);
222         flag.movetype = MOVETYPE_NONE;
223         flag.takedamage = DAMAGE_NO;
224         flag.solid = SOLID_NOT;
225         flag.ctf_carrier = player;
226         flag.ctf_status = FLAG_CARRY;
227
228         // messages and sounds
229         sound(player, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NORM);
230         ctf_EventLog("recieve", flag.team, player);
231         FOR_EACH_PLAYER(tmp_player)
232                 if(tmp_player == sender)
233                         centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
234                 else if(tmp_player == player)
235                         centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname));
236                 else if(tmp_player.team == sender.team)
237                         centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
238         
239         // create new waypoint
240         ctf_FlagcarrierWaypoints(player);
241         
242         sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
243         player.throw_antispam = sender.throw_antispam;
244         
245         flag.pass_sender = world;
246         flag.pass_target = world;
247 }
248
249 void ctf_Handle_Throw(entity player, entity reciever, float droptype)
250 {
251         entity flag = player.flagcarried;
252         
253         if(!flag) { return; }
254         if((droptype == DROP_PASS) && !reciever) { return; }
255         
256         if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
257         
258         // reset the flag
259         setattachment(flag, world, "");
260         setorigin(flag, player.origin + FLAG_DROP_OFFSET);
261         flag.owner.flagcarried = world;
262         flag.owner = world;
263         flag.solid = SOLID_TRIGGER;
264         flag.ctf_droptime = time;
265         
266         flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
267         
268         switch(droptype)
269         {
270                 case DROP_PASS:
271                 {
272                         vector targ_origin = (0.5 * (reciever.absmin + reciever.absmax));
273                         flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_throw_velocity);
274                         break;
275                 }
276                 
277                 case DROP_THROW:
278                 {
279                         makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
280                         flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_throw_velocity)), FALSE);
281                         break;
282                 }
283                 
284                 case DROP_RESET:
285                 {
286                         flag.velocity = '0 0 0'; // do nothing
287                         break;
288                 }
289                 
290                 default:
291                 case DROP_NORMAL:
292                 {
293                         flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
294                         break;
295                 }
296         }
297         
298         switch(droptype)
299         {
300                 case DROP_PASS:
301                 {
302                         // main
303                         flag.movetype = MOVETYPE_FLY;
304                         flag.takedamage = DAMAGE_NO;
305                         flag.pass_sender = player;
306                         flag.pass_target = reciever;
307                         flag.ctf_status = FLAG_PASSING;
308                         
309                         // other
310                         sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
311                         ctf_EventLog("pass", flag.team, player);
312                         te_lightning2(world, reciever.origin, player.origin);
313                         break;
314                 }
315
316                 case DROP_RESET: 
317                 {
318                         // do nothing
319                         break;
320                 }
321                 
322                 default:
323                 case DROP_THROW:
324                 case DROP_NORMAL:
325                 {
326                         ctf_Handle_Drop(flag, player, droptype);
327                         break;
328                 }
329         }
330
331         // kill old waypointsprite
332         WaypointSprite_Ping(player.wps_flagcarrier);
333         WaypointSprite_Kill(player.wps_flagcarrier);
334         
335         // captureshield
336         //ctf_CaptureShield_Update(player, 0); // shield only
337 }
338
339
340 // ==============
341 // Event Handlers
342 // ==============
343
344 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
345 {
346         entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
347         entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
348         
349         if not(player) { return; } // without someone to give the reward to, we can't possibly cap
350         
351         // messages and sounds
352         Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
353         sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
354         
355         switch(capturetype)
356         {
357                 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
358                 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
359                 default: break;
360         }
361         
362         // scoring
363         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
364         PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
365
366         // effects
367         if(autocvar_g_ctf_flag_capture_effects) 
368         {
369                 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
370                 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
371         }
372
373         // other
374         if(capturetype == CAPTURE_NORMAL)
375         {
376                 WaypointSprite_Kill(player.wps_flagcarrier);
377                 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
378         }
379         
380         // reset the flag
381         player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
382         ctf_RespawnFlag(enemy_flag);
383 }
384
385 void ctf_Handle_Return(entity flag, entity player)
386 {
387         // messages and sounds
388         //centerprint(player, strcat("You returned the ", flag.netname));
389         Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
390         sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
391         ctf_EventLog("return", flag.team, player);
392
393         // scoring
394         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
395         PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
396
397         TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
398         FOR_EACH_PLAYER(player) if(player == flag.ctf_dropper) // punish the player who dropped the flag
399         {
400                 PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
401                 ctf_CaptureShield_Update(player, 0); // shield only
402         }
403         
404         // reset the flag
405         flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
406         ctf_RespawnFlag(flag);
407 }
408
409 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
410 {
411         // declarations
412         entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
413         string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
414         float pickup_dropped_score; // used to calculate dropped pickup score
415         
416         // attach the flag to the player
417         flag.owner = player;
418         player.flagcarried = flag;
419         setattachment(flag, player, "");
420         setorigin(flag, FLAG_CARRY_OFFSET);
421         
422         // flag setup
423         flag.movetype = MOVETYPE_NONE;
424         flag.takedamage = DAMAGE_NO;
425         flag.solid = SOLID_NOT;
426         flag.angles = '0 0 0';
427         flag.ctf_carrier = player;
428         flag.ctf_status = FLAG_CARRY;
429         
430         switch(pickuptype)
431         {
432                 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
433                 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
434                 default: break;
435         }
436
437         // messages and sounds
438         Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
439         sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
440         verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
441         
442         FOR_EACH_PLAYER(tmp_player)
443                 if(tmp_player == player)
444                         centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
445                 else if(tmp_player.team == player.team)
446                         centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
447                 else if(tmp_player.team == flag.team)
448                         centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
449                         
450         switch(pickuptype)
451         {
452                 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
453                 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
454                 default: break;
455         }
456         
457         // scoring
458         PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
459         switch(pickuptype)
460         {               
461                 case PICKUP_BASE:
462                 {
463                         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
464                         break;
465                 }
466                 
467                 case PICKUP_DROPPED:
468                 {
469                         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);
470                         pickup_dropped_score = floor((ctf_ReadScore("score_pickup_dropped_late") * (1 - pickup_dropped_score) + ctf_ReadScore("score_pickup_dropped_early") * pickup_dropped_score) + 0.5);
471                         print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
472                         PlayerTeamScore_AddScore(player, pickup_dropped_score);
473                         break;
474                 }
475                 
476                 default: break;
477         }
478         
479         // speedrunning
480         if(pickuptype == PICKUP_BASE)
481         {
482                 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
483                 if((player.speedrunning) && (ctf_captimerecord))
484                         ctf_FakeTimeLimit(player, time + ctf_captimerecord);
485         }
486                 
487         // effects
488         if(autocvar_g_ctf_flag_pickup_effects)
489                 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
490         
491         // waypoints 
492         if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
493         ctf_FlagcarrierWaypoints(player);
494         WaypointSprite_Ping(player.wps_flagcarrier);
495 }
496
497
498 // ===================
499 // Main Flag Functions
500 // ===================
501
502 void ctf_CheckFlagReturn(entity flag)
503 {
504         if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
505         
506         if((flag.health <= 0) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
507         {
508                 bprint("The ", flag.netname, " has returned to base\n");
509                 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
510                 ctf_EventLog("returned", flag.team, world);
511                 ctf_RespawnFlag(flag);
512         }
513 }
514
515 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
516 {
517         if(ITEM_DAMAGE_NEEDKILL(deathtype))
518         {
519                 // automatically kill the flag and return it
520                 self.health = 0;
521                 ctf_CheckFlagReturn(self);
522                 return;
523         }
524         
525         if(autocvar_g_ctf_flag_return_damage) 
526         {
527                 self.health = self.health - damage;
528                 ctf_CheckFlagReturn(self);
529                 return;
530         }
531 }
532
533 void ctf_FlagThink()
534 {
535         // declarations
536         entity tmp_entity;
537
538         self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
539
540         // captureshield
541         if(self == ctf_worldflaglist) // only for the first flag
542                 FOR_EACH_CLIENT(tmp_entity)
543                         ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
544
545         // sanity checks
546         if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
547                 dprint("wtf the flag got squashed?\n");
548                 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
549                 if(!trace_startsolid) // can we resize it without getting stuck?
550                         setsize(self, FLAG_MIN, FLAG_MAX); }
551
552         // main think method
553         switch(self.ctf_status)
554         {       
555                 case FLAG_BASE:
556                 {
557                         if(autocvar_g_ctf_dropped_capture_radius)
558                         {
559                                 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
560                                         if(tmp_entity.ctf_status == FLAG_DROPPED)
561                                                 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
562                                                         ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
563                         }
564                         return;
565                 }
566                 
567                 case FLAG_DROPPED:
568                 {
569                         if(autocvar_g_ctf_flag_return_dropped)
570                         {
571                                 if((vlen(self.origin - self.ctf_spawnorigin) < autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
572                                 {
573                                         self.health = 0;
574                                         ctf_CheckFlagReturn(self);
575                                         return;
576                                 }
577                         }
578                         if(autocvar_g_ctf_flag_return_time)
579                         {
580                                 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
581                                 ctf_CheckFlagReturn(self);
582                                 return;
583                         } 
584                         return;
585                 }
586                         
587                 case FLAG_CARRY:
588                 {
589                         if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord)) 
590                         {
591                                 bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
592                                 sound(self, CH_TRIGGER, self.snd_flag_respawn, VOL_BASE, ATTN_NONE);
593                                 ctf_EventLog("returned", self.team, world);
594                                 ctf_RespawnFlag(tmp_entity);
595
596                                 tmp_entity = self;
597                                 self = self.owner;
598                                 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
599                                 ImpulseCommands();
600                                 self = tmp_entity;
601                         }
602                         return;
603                 }
604                 
605                 case FLAG_PASSING: // todo make work with warpzones
606                 {                       
607                         vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
608                         
609                         traceline(self.origin, targ_origin, MOVE_NOMONSTERS, self);
610                         
611                         if((self.pass_target.deadflag != DEAD_NO)
612                                 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
613                                 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
614                                 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
615                         {
616                                 ctf_Handle_Drop(self, world, DROP_PASS);
617                         }
618                         else // still a viable target, go for it
619                         {
620                                 vector desired_direction = normalize(targ_origin - self.origin);
621                                 vector current_direction = normalize(self.velocity);
622                                 
623                                 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_throw_velocity); 
624                         }
625                         return;
626                 }
627
628                 default: // this should never happen
629                 {
630                         dprint("ctf_FlagThink(): Flag exists with no status?\n");
631                         return;
632                 }
633         }
634 }
635
636 void ctf_FlagTouch()
637 {
638         if(gameover) { return; }
639         if(!self) { return; }
640         if(other.deadflag != DEAD_NO) { return; }
641         if(ITEM_TOUCH_NEEDKILL())
642         {
643                 // automatically kill the flag and return it
644                 self.health = 0;
645                 ctf_CheckFlagReturn(self);
646                 return;
647         }
648         if(other.classname != "player") // The flag just touched an object, most likely the world
649         {
650                 if(time > self.wait) // if we haven't in a while, play a sound/effect
651                 {
652                         pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
653                         sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
654                         self.wait = time + FLAG_TOUCHRATE;
655                 }
656                 return;
657         }
658
659         switch(self.ctf_status) 
660         {       
661                 case FLAG_BASE:
662                 {
663                         if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
664                                 ctf_Handle_Capture(self, other, CAPTURE_NORMAL); // other just captured the enemies flag to his base
665                         else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded) && (time > other.next_take_time))
666                                 ctf_Handle_Pickup(self, other, PICKUP_BASE); // other just stole the enemies flag
667                         break;
668                 }
669                 
670                 case FLAG_DROPPED:
671                 {
672                         if(other.team == self.team)
673                                 ctf_Handle_Return(self, other); // other just returned his own flag
674                         else if((!other.flagcarried) && ((other != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
675                                 ctf_Handle_Pickup(self, other, PICKUP_DROPPED); // other just picked up a dropped enemy flag
676                         break;
677                 }
678                         
679                 case FLAG_CARRY:
680                 {
681                         dprint("Someone touched a flag even though it was being carried?\n");
682                         break;
683                 }
684                 
685                 case FLAG_PASSING:
686                 {
687                         if((other.classname == "player") && (other.deadflag == DEAD_NO) && (other != self.pass_sender))
688                         {
689                                 if(IsDifferentTeam(other, self.pass_sender))
690                                         ctf_Handle_Return(self, other);
691                                 else
692                                         ctf_Handle_Retrieve(self, other);
693                         }
694                         break;
695                 }
696                 
697                 default: // this should never happen
698                 {
699                         dprint("Touch: Flag exists with no status?\n");
700                         break;
701                 }
702         }
703 }
704
705 void ctf_RespawnFlag(entity flag)
706 {
707         // reset the player (if there is one)
708         if((flag.owner) && (flag.owner.flagcarried == flag))
709         {
710                 WaypointSprite_Kill(flag.wps_flagcarrier);
711                 flag.owner.flagcarried = world;
712
713                 if(flag.speedrunning)
714                         ctf_FakeTimeLimit(flag.owner, -1);
715         }
716
717         if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
718                 { WaypointSprite_Kill(flag.wps_flagdropped); }
719
720         // reset the flag
721         setattachment(flag, world, "");
722         setorigin(flag, flag.ctf_spawnorigin);
723         
724         flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
725         flag.takedamage = DAMAGE_NO;
726         flag.health = flag.max_flag_health;
727         flag.solid = SOLID_TRIGGER;
728         flag.velocity = '0 0 0';
729         flag.angles = flag.mangle;
730         flag.flags = FL_ITEM | FL_NOTARGET;
731         
732         flag.ctf_status = FLAG_BASE;
733         flag.owner = world;
734         flag.pass_sender = world;
735         flag.pass_target = world;
736         flag.ctf_carrier = world;
737         flag.ctf_dropper = world;
738         flag.ctf_pickuptime = 0;
739         flag.ctf_droptime = 0;
740 }
741
742 void ctf_Reset()
743 {
744         if(self.owner)
745                 if(self.owner.classname == "player")
746                         ctf_Handle_Throw(self.owner, world, DROP_RESET);
747                         
748         ctf_RespawnFlag(self);
749 }
750
751 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
752 {
753         // declarations
754         float teamnumber = ((self.team == COLOR_TEAM1) ? TRUE : FALSE); // if we were originally 1, this will become 0. If we were originally 0, this will become 1. 
755
756         // bot waypoints
757         waypoint_spawnforitem_force(self, self.origin);
758         self.nearestwaypointtimeout = 0; // activate waypointing again
759         self.bot_basewaypoint = self.nearestwaypoint;
760
761         // waypointsprites
762         WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), self.origin + '0 0 64', self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
763         WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
764
765         // captureshield setup
766         ctf_CaptureShield_Spawn(self);
767 }
768
769 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc 
770 {       
771         // declarations
772         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. 
773         self = flag; // for later usage with droptofloor()
774         
775         // main setup
776         flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
777         ctf_worldflaglist = flag;
778
779         setattachment(flag, world, ""); 
780
781         flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
782         flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
783         flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
784         flag.classname = "item_flag_team";
785         flag.target = "###item###"; // wut?
786         flag.flags = FL_ITEM | FL_NOTARGET;
787         flag.solid = SOLID_TRIGGER;
788         flag.takedamage = DAMAGE_NO;
789         flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;   
790         flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
791         flag.health = flag.max_flag_health;
792         flag.event_damage = ctf_FlagDamage;
793         flag.pushable = TRUE;
794         flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
795         flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
796         flag.velocity = '0 0 0';
797         flag.mangle = flag.angles;
798         flag.reset = ctf_Reset;
799         flag.touch = ctf_FlagTouch;
800         flag.think = ctf_FlagThink;
801         flag.nextthink = time + FLAG_THINKRATE;
802         flag.ctf_status = FLAG_BASE;
803         
804         if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
805         if(!flag.scale) { flag.scale = FLAG_SCALE; }
806         if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
807         
808         // sound 
809         if(!flag.snd_flag_taken) { flag.snd_flag_taken  = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
810         if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
811         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
812         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.
813         if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
814         if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
815         
816         // precache
817         precache_sound(flag.snd_flag_taken);
818         precache_sound(flag.snd_flag_returned);
819         precache_sound(flag.snd_flag_capture);
820         precache_sound(flag.snd_flag_respawn);
821         precache_sound(flag.snd_flag_dropped);
822         precache_sound(flag.snd_flag_touch);
823         precache_model(flag.model);
824         precache_model("models/ctf/shield.md3");
825         precache_model("models/ctf/shockwavetransring.md3");
826
827         // appearence
828         setmodel(flag, flag.model); // precision set below
829         setsize(flag, FLAG_MIN, FLAG_MAX);
830         setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
831         
832         if(autocvar_g_ctf_flag_glowtrails)
833         {
834                 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
835                 flag.glow_size = 25;
836                 flag.glow_trail = 1;
837         }
838         
839         flag.effects |= EF_LOWPRECISION;
840         if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
841         if(autocvar_g_ctf_dynamiclights)   { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
842         
843         // flag placement
844         if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
845         {       
846                 flag.dropped_origin = flag.origin; 
847                 flag.noalign = TRUE;
848                 flag.movetype = MOVETYPE_NONE;
849         }
850         else // drop to floor, automatically find a platform and set that as spawn origin
851         { 
852                 flag.noalign = FALSE;
853                 self = flag;
854                 droptofloor();
855                 flag.movetype = MOVETYPE_TOSS; 
856         }       
857         
858         InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
859 }
860
861
862 // ==============
863 // Hook Functions
864 // ==============
865
866 MUTATOR_HOOKFUNCTION(ctf_HookedDrop)
867 {
868         if(self.flagcarried) { ctf_Handle_Throw(self, world, DROP_NORMAL); }
869         return 0;
870 }
871
872 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
873 {
874         entity flag;
875         
876         // initially clear items so they can be set as necessary later.
877         self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST 
878                 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
879
880         // scan through all the flags and notify the client about them 
881         for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
882         {
883                 if(flag.ctf_status == FLAG_CARRY)
884                         if(flag.owner == self)
885                                 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
886                         else 
887                                 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
888                 else if(flag.ctf_status == FLAG_DROPPED) 
889                         self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
890         }
891         
892         // item for stopping players from capturing the flag too often
893         if(self.ctf_captureshielded)
894                 self.items |= IT_CTF_SHIELDED;
895         
896         // update the health of the flag carrier waypointsprite
897         if(self.wps_flagcarrier) 
898                 WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
899         
900         return 0;
901 }
902
903 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
904 {
905         if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
906         {
907                 if(frag_target == frag_attacker) // damage done to yourself
908                 {
909                         frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
910                         frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
911                 }
912                 else // damage done everyone else
913                 {
914                         frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
915                         frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
916                 }
917         }
918         return 0;
919 }
920
921 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
922 {
923         frag_score = 0;
924         return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
925 }
926
927 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
928 {
929         entity player = self;
930
931         if(time > player.throw_antispam)
932         {
933                 // pass the flag to a team mate
934                 if(autocvar_g_ctf_allow_pass)
935                 {
936                         entity head, closest_target;
937                         head = findradius(player.origin, autocvar_g_ctf_pass_radius);
938                         
939                         while(head) // find the closest acceptable target to pass to
940                         {
941                                 if(head.classname == "player" && head.deadflag == DEAD_NO)
942                                 if(head != player && !IsDifferentTeam(head, player))
943                                 if(!player.speedrunning && !head.speedrunning)
944                                 {
945                                         traceline(player.origin, head.origin, MOVE_NOMONSTERS, player);
946                                         if not((trace_fraction < 1) && (trace_ent != head))
947                                         {
948                                                 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried) 
949                                                 { 
950                                                         if(clienttype(head) == CLIENTTYPE_BOT)
951                                                         {
952                                                                 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname)); 
953                                                                 ctf_Handle_Throw(head, player, DROP_PASS);
954                                                         }
955                                                         else
956                                                         {
957                                                                 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname)); 
958                                                                 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname)); 
959                                                         }
960                                                         player.throw_antispam = time + autocvar_g_ctf_pass_wait; 
961                                                         return 0; 
962                                                 }
963                                                 else if(player.flagcarried)
964                                                 {
965                                                         if(closest_target) { if(vlen(player.origin - head.origin) < vlen(player.origin - closest_target.origin)) { closest_target = head; } }
966                                                         else { closest_target = head; }
967                                                 }
968                                         }
969                                 }
970                                 head = head.chain;
971                         }
972                         
973                         if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
974                 }
975                 
976                 // throw the flag in front of you
977                 if(autocvar_g_ctf_allow_drop && player.flagcarried && !player.speedrunning)
978                         { ctf_Handle_Throw(player, world, DROP_THROW); }
979         }
980                 
981         return 0;
982 }
983
984 // ==========
985 // Spawnfuncs
986 // ==========
987
988 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
989 CTF Starting point for a player in team one (Red).
990 Keys: "angle" viewing angle when spawning. */
991 void spawnfunc_info_player_team1()
992 {
993         if(g_assault) { remove(self); return; }
994         
995         self.team = COLOR_TEAM1; // red
996         spawnfunc_info_player_deathmatch();
997 }
998
999
1000 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
1001 CTF Starting point for a player in team two (Blue).
1002 Keys: "angle" viewing angle when spawning. */
1003 void spawnfunc_info_player_team2()
1004 {
1005         if(g_assault) { remove(self); return; }
1006         
1007         self.team = COLOR_TEAM2; // blue
1008         spawnfunc_info_player_deathmatch();
1009 }
1010
1011 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
1012 CTF Starting point for a player in team three (Yellow).
1013 Keys: "angle" viewing angle when spawning. */
1014 void spawnfunc_info_player_team3()
1015 {
1016         if(g_assault) { remove(self); return; }
1017         
1018         self.team = COLOR_TEAM3; // yellow
1019         spawnfunc_info_player_deathmatch();
1020 }
1021
1022
1023 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1024 CTF Starting point for a player in team four (Purple).
1025 Keys: "angle" viewing angle when spawning. */
1026 void spawnfunc_info_player_team4()
1027 {
1028         if(g_assault) { remove(self); return; }
1029         
1030         self.team = COLOR_TEAM4; // purple
1031         spawnfunc_info_player_deathmatch();
1032 }
1033
1034 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1035 CTF flag for team one (Red).
1036 Keys: 
1037 "angle" Angle the flag will point (minus 90 degrees)... 
1038 "model" model to use, note this needs red and blue as skins 0 and 1...
1039 "noise" sound played when flag is picked up...
1040 "noise1" sound played when flag is returned by a teammate...
1041 "noise2" sound played when flag is captured...
1042 "noise3" sound played when flag is lost in the field and respawns itself... 
1043 "noise4" sound played when flag is dropped by a player...
1044 "noise5" sound played when flag touches the ground... */
1045 void spawnfunc_item_flag_team1()
1046 {
1047         if(!g_ctf) { remove(self); return; }
1048
1049         ctf_FlagSetup(1, self); // 1 = red
1050 }
1051
1052 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1053 CTF flag for team two (Blue).
1054 Keys: 
1055 "angle" Angle the flag will point (minus 90 degrees)... 
1056 "model" model to use, note this needs red and blue as skins 0 and 1...
1057 "noise" sound played when flag is picked up...
1058 "noise1" sound played when flag is returned by a teammate...
1059 "noise2" sound played when flag is captured...
1060 "noise3" sound played when flag is lost in the field and respawns itself... 
1061 "noise4" sound played when flag is dropped by a player...
1062 "noise5" sound played when flag touches the ground... */
1063 void spawnfunc_item_flag_team2()
1064 {
1065         if(!g_ctf) { remove(self); return; }
1066
1067         ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1068 }
1069
1070 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1071 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1072 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.
1073 Keys:
1074 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1075 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1076 void spawnfunc_ctf_team()
1077 {
1078         if(!g_ctf) { remove(self); return; }
1079         
1080         self.classname = "ctf_team";
1081         self.team = self.cnt + 1;
1082 }
1083
1084
1085 // ==============
1086 // Initialization
1087 // ==============
1088
1089 // code from here on is just to support maps that don't have flag and team entities
1090 void ctf_SpawnTeam (string teamname, float teamcolor)
1091 {
1092         entity oldself;
1093         oldself = self;
1094         self = spawn();
1095         self.classname = "ctf_team";
1096         self.netname = teamname;
1097         self.cnt = teamcolor;
1098
1099         spawnfunc_ctf_team();
1100
1101         self = oldself;
1102 }
1103
1104 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1105 {
1106         // if no teams are found, spawn defaults
1107         if(find(world, classname, "ctf_team") == world)
1108         {
1109                 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1110                 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1111                 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1112         }
1113         
1114         ScoreRules_ctf();
1115 }
1116
1117 void ctf_Initialize()
1118 {
1119         ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1120
1121         ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1122         ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1123         ctf_captureshield_force = autocvar_g_ctf_shield_force;
1124         
1125         InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1126 }
1127
1128
1129 MUTATOR_DEFINITION(gamemode_ctf)
1130 {
1131         MUTATOR_HOOK(MakePlayerObserver, ctf_HookedDrop, CBC_ORDER_ANY);
1132         MUTATOR_HOOK(ClientDisconnect, ctf_HookedDrop, CBC_ORDER_ANY);
1133         MUTATOR_HOOK(PlayerDies, ctf_HookedDrop, CBC_ORDER_ANY);
1134         MUTATOR_HOOK(PortalTeleport, ctf_HookedDrop, CBC_ORDER_ANY);
1135         MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1136         MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1137         MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1138         MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1139
1140         MUTATOR_ONADD
1141         {
1142                 if(time > 1) // game loads at time 1
1143                         error("This is a game type and it cannot be added at runtime.");
1144                 g_ctf = 1;
1145                 ctf_Initialize();
1146         }
1147
1148         MUTATOR_ONREMOVE
1149         {
1150                 g_ctf = 0;
1151                 error("This is a game type and it cannot be removed at runtime.");
1152         }
1153
1154         return 0;
1155 }