#pragma once #include "ctf.qh" void ctf_Initialize(); REGISTER_MUTATOR(ctf, false) { MUTATOR_STATIC(); MUTATOR_ONADD { GameRules_teams(true); GameRules_limit_score(autocvar_capturelimit_override); GameRules_limit_lead(autocvar_captureleadlimit_override); ctf_Initialize(); } return 0; } // used in cheats.qc void ctf_RespawnFlag(entity flag); // score rule declarations const int ST_CTF_CAPS = 1; CLASS(Flag, Pickup) ATTRIB(Flag, m_mins, vector, (PL_MIN_CONST + '0 0 -13') * 1.4); // scaling be damned ATTRIB(Flag, m_maxs, vector, (PL_MAX_CONST + '0 0 -13') * 1.4); ENDCLASS(Flag) Flag CTF_FLAG; STATIC_INIT(Flag) { CTF_FLAG = NEW(Flag); } void ctf_FlagTouch(entity this, entity toucher) { ITEM_HANDLE(Pickup, CTF_FLAG, this, toucher); } // flag constants // for most of these, there is just one question to be asked: WHYYYYY? const float FLAG_SCALE = 0.6; const float FLAG_THINKRATE = 0.2; const float FLAG_TOUCHRATE = 0.5; const float WPFE_THINKRATE = 0.5; const vector FLAG_DROP_OFFSET = ('0 0 32'); const vector FLAG_CARRY_OFFSET = ('-16 0 8'); #define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_CONST.z - 13)) const vector FLAG_WAYPOINT_OFFSET = ('0 0 64'); const int FLAG_FLOAT_OFFSET_Z = 32; const int FLAG_PASS_ARC_OFFSET_Z = -10; const vector VEHICLE_FLAG_OFFSET = ('0 0 96'); const float VEHICLE_FLAG_SCALE = 1.0; // waypoint colors #define WPCOLOR_ENEMYFC(t) ((t) ? colormapPaletteColor(t - 1, false) * 0.75 : '1 1 1') #define WPCOLOR_FLAGCARRIER(t) ((t) ? colormapPaletteColor(t - 1, false) * 0.75 : '1 1 1') //#define WPCOLOR_FLAGCARRIER(t) (WP_FlagCarrier.m_color) #define WPCOLOR_DROPPEDFLAG(t) ((t) ? ('0.25 0.25 0.25' + colormapPaletteColor(t - 1, false)) * 0.5 : '1 1 1') // sounds #define snd_flag_taken noise #define snd_flag_returned noise1 #define snd_flag_capture noise2 #define snd_flag_respawn noise3 .string snd_flag_dropped; .string snd_flag_touch; .string snd_flag_pass; // score fields .float score_assist; .float score_capture; .float score_drop; // note: negated .float score_pickup; .float score_return; .float score_team_capture; // shouldn't be too high // effects .string toucheffect; .string passeffect; .string capeffect; // list of flags on the map entity ctf_worldflaglist; .entity ctf_worldflagnext; .entity ctf_staleflagnext; // waypoint sprites .entity wps_helpme; .entity wps_flagbase; .entity wps_flagcarrier; .entity wps_flagdropped; .entity wps_flagreturn; .entity wps_enemyflagcarrier; .float wps_helpme_time; bool wpforenemy_announced; float wpforenemy_nextthink; // statuses const int FLAG_BASE = 1; const int FLAG_DROPPED = 2; const int FLAG_CARRY = 3; const int FLAG_PASSING = 4; const int DROP_NORMAL = 1; const int DROP_THROW = 2; const int DROP_PASS = 3; const int DROP_RESET = 4; const int PICKUP_BASE = 1; const int PICKUP_DROPPED = 2; const int CAPTURE_NORMAL = 1; const int CAPTURE_DROPPED = 2; const int RETURN_TIMEOUT = 1; const int RETURN_DROPPED = 2; const int RETURN_DAMAGE = 3; const int RETURN_SPEEDRUN = 4; const int RETURN_NEEDKILL = 5; bool ctf_Stalemate_Customize(entity this, entity client); void ctf_Handle_Throw(entity player, entity receiver, float droptype); // flag properties #define ctf_spawnorigin dropped_origin bool ctf_stalemate; // indicates that a stalemate is active float ctf_captimerecord; // record time for capturing the flag .float ctf_pickuptime; .float ctf_droptime; .int ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally) .entity ctf_dropper; // don't allow spam of dropping the flag .float next_take_time; .bool ctf_flagdamaged_byworld; int ctf_teams; .entity enemy; // when flag is back in the base, it remembers last player who carried/touched the flag, useful to bots // passing/throwing properties .float pass_distance; .entity pass_sender; .entity pass_target; .float throw_antispam; .float throw_prevtime; .int throw_count; // CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag. .bool 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 // 1 flag ctf bool ctf_oneflag; // indicates whether or not a neutral flag has been found // bot player logic const int HAVOCBOT_CTF_ROLE_NONE = 0; const int HAVOCBOT_CTF_ROLE_DEFENSE = 2; const int HAVOCBOT_CTF_ROLE_MIDDLE = 4; const int HAVOCBOT_CTF_ROLE_OFFENSE = 8; const int HAVOCBOT_CTF_ROLE_CARRIER = 16; const int HAVOCBOT_CTF_ROLE_RETRIEVER = 32; const int HAVOCBOT_CTF_ROLE_ESCORT = 64; .bool havocbot_cantfindflag; void havocbot_role_ctf_setrole(entity bot, int role); // team checking #define CTF_SAMETEAM(a,b) ((autocvar_g_ctf_reverse || (ctf_oneflag && autocvar_g_ctf_oneflag_reverse)) ? DIFF_TEAM(a,b) : SAME_TEAM(a,b)) #define CTF_DIFFTEAM(a,b) ((autocvar_g_ctf_reverse || (ctf_oneflag && autocvar_g_ctf_oneflag_reverse)) ? SAME_TEAM(a,b) : DIFF_TEAM(a,b))