1 // these are needed since mutators are compiled last
4 void ctf_RespawnFlag(entity flag)
7 void ctf_Handle_Drop(entity player, float droptype);
10 float ctf_ReadScore(string parameter); // SOON WON'T BE NEEDED. // FIXCTF
12 // used in t_quake3.qc
13 void spawnfunc_info_player_team1();
14 void spawnfunc_info_player_team2();
15 void spawnfunc_info_player_team3();
16 void spawnfunc_info_player_team4();
17 void spawnfunc_item_flag_team1();
18 void spawnfunc_item_flag_team2();
19 void spawnfunc_ctf_team();
22 #define FLAG_MIN (PL_MIN + '0 0 -13')
23 #define FLAG_MAX (PL_MAX + '0 0 -13')
24 #define FLAG_SCALE 0.6
26 #define FLAG_THINKRATE 0.2
28 #define FLAG_DROP_OFFSET ('0 0 32')
29 #define FLAG_CARRY_OFFSET ('-15 0 7')
30 #define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
31 #define FLAG_WAYPOINT_OFFSET ('0 0 64')
37 #define snd_flag_taken noise
38 #define snd_flag_returned noise1
39 #define snd_flag_capture noise2
40 #define snd_flag_respawn noise3
41 #define snd_flag_dropped noise4
42 #define snd_flag_touch noise5
44 // list of flags on the map
45 entity ctf_worldflaglist;
46 .entity ctf_worldflagnext;
49 .entity bot_basewaypoint; // flag waypointsprite
51 .entity wps_flagcarrier;
52 .entity wps_flagdropped;
57 #define FLAG_DROPPED 3
59 #define DROPTYPE_NORMAL 1
60 #define DROPTYPE_THROWN 2
63 #define ctf_spawnorigin dropped_origin
64 float ctf_captimerecord; // record time for capturing the flag
65 .float ctf_pickuptime;
67 .float ctf_dropperid; // don't allow spam of dropping the flag
69 .float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
70 .float max_flag_health;
72 // CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
73 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
74 float ctf_captureshield_min_negscore; // punish at -20 points
75 float ctf_captureshield_max_ratio; // punish at most 30% of each team
76 float ctf_captureshield_force; // push force of the shield