float ctf_ReadScore(string parameter) // make this obsolete
{
- if(g_ctf_win_mode != 2)
+ //if(g_ctf_win_mode != 2)
return cvar(strcat("g_ctf_personal", parameter));
- else
- return cvar(strcat("g_ctf_flag", parameter));
+ //else
+ // return cvar(strcat("g_ctf_flag", parameter));
}
void ctf_FakeTimeLimit(entity e, float t)
if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
{
if(updated_status) // TODO csqc notifier for this // Samual: How?
- centerprint_atprio(player, CENTERPRIO_SHIELDING, "^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.");
+ 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);
else
- centerprint_atprio(player, CENTERPRIO_SHIELDING, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.");
+ 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);
player.ctf_captureshielded = updated_status;
}
mymid = (self.absmin + self.absmax) * 0.5;
othermid = (other.absmin + other.absmax) * 0.5;
Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
- centerprint_atprio(other, CENTERPRIO_SHIELDING, "^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.");
+ 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);
}
void ctf_CaptureShield_Spawn(entity flag)
ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
ctf_captureshield_force = autocvar_g_ctf_shield_force;
- g_ctf_win_mode = cvar("g_ctf_win_mode");
+ //g_ctf_win_mode = cvar("g_ctf_win_mode");
InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
}