#pragma once #ifdef SVQC #include "../gamemode.qh" // used in cheats.qc void ctf_RespawnFlag(entity flag); // score rule declarations const int ST_CTF_CAPS = 1; const int SP_CTF_CAPS = 4; const int SP_CTF_CAPTIME = 5; const int SP_CTF_PICKUPS = 6; const int SP_CTF_DROPS = 7; const int SP_CTF_FCKILLS = 8; const int SP_CTF_RETURNS = 9; CLASS(Flag, Pickup) ATTRIB(Flag, m_mins, vector, PL_MIN_CONST + '0 0 -13') ATTRIB(Flag, m_maxs, vector, PL_MAX_CONST + '0 0 -13') ENDCLASS(Flag) Flag CTF_FLAG; STATIC_INIT(Flag) { CTF_FLAG = NEW(Flag); } void ctf_FlagTouch(entity this) { ITEM_HANDLE(Pickup, CTF_FLAG, this, other); } // 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 vector FLAG_FLOAT_OFFSET = ('0 0 32'); const vector FLAG_PASS_ARC_OFFSET = ('0 0 -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) (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; // 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 bot_basewaypoint; // flag waypointsprite .entity wps_helpme; .entity wps_flagbase; .entity wps_flagcarrier; .entity wps_flagdropped; .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; 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 .int max_flag_health; .float next_take_time; .bool ctf_flagdamaged; int ctf_teams; // 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; vector havocbot_ctf_middlepoint; float havocbot_ctf_middlepoint_radius; 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)) // networked flag statuses .int ctf_flagstatus = _STAT(CTF_FLAGSTATUS); #endif const int CTF_RED_FLAG_TAKEN = 1; const int CTF_RED_FLAG_LOST = 2; const int CTF_RED_FLAG_CARRYING = 3; const int CTF_BLUE_FLAG_TAKEN = 4; const int CTF_BLUE_FLAG_LOST = 8; const int CTF_BLUE_FLAG_CARRYING = 12; const int CTF_YELLOW_FLAG_TAKEN = 16; const int CTF_YELLOW_FLAG_LOST = 32; const int CTF_YELLOW_FLAG_CARRYING = 48; const int CTF_PINK_FLAG_TAKEN = 64; const int CTF_PINK_FLAG_LOST = 128; const int CTF_PINK_FLAG_CARRYING = 192; const int CTF_NEUTRAL_FLAG_TAKEN = 256; const int CTF_NEUTRAL_FLAG_LOST = 512; const int CTF_NEUTRAL_FLAG_CARRYING = 768; const int CTF_FLAG_NEUTRAL = 2048; const int CTF_SHIELDED = 4096;