// ================================================================
// Official capture the flag game mode coding, reworked by Samual
-// Last updated: March 27th, 2011
+// Last updated: March 30th, 2012
// ================================================================
-// Flag constants
-#define FLAG_MIN (PL_MIN + '0 0 -13')
-#define FLAG_MAX (PL_MAX + '0 0 -13')
-#define FLAG_CARRY_POS '-15 0 7'
+void ctf_FakeTimeLimit(entity e, float t)
+{
+ msg_entity = e;
+ WriteByte(MSG_ONE, 3); // svc_updatestat
+ WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
+ if(t < 0)
+ WriteCoord(MSG_ONE, autocvar_timelimit);
+ else
+ WriteCoord(MSG_ONE, (t + 1) / 60);
+}
+
+void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
+{
+ if(autocvar_sv_eventlog)
+ GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
+}
-.entity bot_basewaypoint; // Flag waypointsprite
-.entity wps_flagbase;
-.entity wps_flagcarrier;
-.entity wps_flagdropped;
+string ctf_CaptureRecord(entity flag, entity player)
+{
+ float cap_time, cap_record, success;
+ string cap_message, refername;
+
+ if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots))
+ {
+ cap_record = ctf_captimerecord;
+ cap_time = (time - flag.ctf_pickuptime);
-entity ctf_worldflaglist; // CTF flags in the map
-.entity ctf_worldflagnext;
+ refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
+ refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
-.float ctf_dropperid; // Don't allow spam of dropping the flag
-.float ctf_droptime;
-.float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
+ if(!ctf_captimerecord)
+ { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
+ else if(cap_time < cap_record)
+ { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
+ else
+ { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
-// Delay between when the person can pick up a flag // replace with .wait?
-.float next_take_time;
+ if(success)
+ {
+ ctf_captimerecord = cap_time;
+ db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
+ db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
+ write_recordmarker(player, (time - cap_time), cap_time);
+ }
+ }
+
+ return cap_message;
+}
+
+void ctf_FlagcarrierWaypoints(entity player)
+{
+ WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team));
+ WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
+ WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
+ WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
+}
-// Record time for capturing the flag
-float flagcaptimerecord;
-.float flagpickuptime;
-// CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
-.float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
-float captureshield_min_negscore; // punish at -20 points
-float captureshield_max_ratio; // punish at most 30% of each team
-float captureshield_force; // push force of the shield
+// =======================
+// CaptureShield Functions
+// =======================
+float ctf_CaptureShield_CheckStatus(entity p)
+{
+ float s, se;
+ entity e;
+ float players_worseeq, players_total;
-// declare functions so they can be used in any order in the file
-void ctf_FlagTouch(void);
-void ctf_FlagThink(void);
-void ctf_SetupFlag(float, entity);
-void ctf_RespawnFlag(entity);
-float ctf_CaptureShield_CheckStatus(entity);
-void ctf_CaptureShield_Update(entity, float);
-float ctf_CaptureShield_Customize(void);
-void ctf_CaptureShield_Touch(void);
-void ctf_CaptureShield_Spawn(entity);
+ if(ctf_captureshield_max_ratio <= 0)
+ return FALSE;
+ s = PlayerScore_Add(p, SP_SCORE, 0);
+ if(s >= -ctf_captureshield_min_negscore)
+ return FALSE;
-// ==================
-// Misc CTF functions
-// ==================
+ players_total = players_worseeq = 0;
+ FOR_EACH_PLAYER(e)
+ {
+ if(IsDifferentTeam(e, p))
+ continue;
+ se = PlayerScore_Add(e, SP_SCORE, 0);
+ if(se <= s)
+ ++players_worseeq;
+ ++players_total;
+ }
-float ctf_ReadScore(string parameter) // make this obsolete
+ // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
+ // use this rule here
+
+ if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
+ return FALSE;
+
+ return TRUE;
+}
+
+void ctf_CaptureShield_Update(entity player, float wanted_status)
{
- if(g_ctf_win_mode != 2)
- return cvar(strcat("g_ctf_personal", parameter));
- else
- return cvar(strcat("g_ctf_flag", parameter));
+ float updated_status = ctf_CaptureShield_CheckStatus(player);
+ 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?
+ 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
+ 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;
+ }
}
-void ctf_FakeTimeLimit(entity e, float t)
+float ctf_CaptureShield_Customize()
{
- msg_entity = e;
- WriteByte(MSG_ONE, 3); // svc_updatestat
- WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
- if(t < 0)
- WriteCoord(MSG_ONE, autocvar_timelimit);
- else
- WriteCoord(MSG_ONE, (t + 1) / 60);
+ if(!other.ctf_captureshielded) { return FALSE; }
+ if(!IsDifferentTeam(self, other)) { return FALSE; }
+
+ return TRUE;
}
-void ctf_EventLog(string mode, float flagteam, entity actor)
+void ctf_CaptureShield_Touch()
{
- string s;
- if(!autocvar_sv_eventlog)
- return;
- s = strcat(":ctf:", mode);
- s = strcat(s, ":", ftos(flagteam));
- if(actor != world)
- s = strcat(s, ":", ftos(actor.playerid));
- GameLogEcho(s);
+ if(!other.ctf_captureshielded) { return; }
+ if(!IsDifferentTeam(self, other)) { return; }
+
+ vector mymid = (self.absmin + self.absmax) * 0.5;
+ vector othermid = (other.absmin + other.absmax) * 0.5;
+
+ Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
+ 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_CaptureShockwave(vector org)
+void ctf_CaptureShield_Spawn(entity flag)
{
- shockwave_spawn("models/ctf/shockwavetransring.md3", org - '0 0 15', -0.8, 0, 1);
+ entity shield = spawn();
+
+ shield.enemy = self;
+ shield.team = self.team;
+ shield.touch = ctf_CaptureShield_Touch;
+ shield.customizeentityforclient = ctf_CaptureShield_Customize;
+ shield.classname = "ctf_captureshield";
+ shield.effects = EF_ADDITIVE;
+ shield.movetype = MOVETYPE_NOCLIP;
+ shield.solid = SOLID_TRIGGER;
+ shield.avelocity = '7 0 11';
+ shield.scale = 0.5;
+
+ setorigin(shield, self.origin);
+ setmodel(shield, "models/ctf/shield.md3");
+ setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
}
-void ctf_CreateBaseWaypoints(entity flag, float teamnumber)
+
+// ====================
+// Drop/Pass/Throw Code
+// ====================
+
+void ctf_Handle_Drop(entity flag, entity player, float droptype)
{
- // for bots
- waypoint_spawnforitem_force(flag, flag.origin);
- flag.nearestwaypointtimeout = 0; // activate waypointing again
- flag.bot_basewaypoint = flag.nearestwaypoint;
+ // declarations
+ player = (player ? player : flag.pass_sender);
- // waypointsprites
- WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 61', flag, wps_flagbase);
- WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
+ // main
+ flag.movetype = MOVETYPE_TOSS;
+ flag.takedamage = DAMAGE_YES;
+ flag.health = flag.max_flag_health;
+ flag.ctf_droptime = time;
+ flag.ctf_dropper = player;
+ flag.ctf_status = FLAG_DROPPED;
+
+ // messages and sounds
+ Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
+ sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
+ ctf_EventLog("dropped", player.team, player);
+
+ // scoring
+ PlayerTeamScore_AddScore(player, -autocvar_g_ctf_score_penalty_drop);
+ PlayerScore_Add(player, SP_CTF_DROPS, 1);
+
+ // waypoints
+ if(autocvar_g_ctf_flag_dropped_waypoint)
+ WaypointSprite_Spawn("flagdropped", 0, 0, flag, FLAG_WAYPOINT_OFFSET, world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, TRUE, RADARICON_FLAG, WPCOLOR_DROPPEDFLAG(flag.team));
+
+ if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
+ {
+ WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
+ WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
+ }
+
+ player.throw_antispam = time + autocvar_g_ctf_pass_wait;
+
+ if(droptype == DROP_PASS)
+ {
+ flag.pass_sender = world;
+ flag.pass_target = world;
+ }
}
-void ctf_SetStatus_ForType(entity flag, float type)
+void ctf_Handle_Retrieve(entity flag, entity player)
{
- if(flag.cnt == FLAG_CARRY)
+ entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
+ entity sender = flag.pass_sender;
+
+ // transfer flag to player
+ flag.owner = player;
+ flag.owner.flagcarried = flag;
+
+ // reset flag
+ setattachment(flag, player, "");
+ setorigin(flag, FLAG_CARRY_OFFSET);
+ flag.movetype = MOVETYPE_NONE;
+ flag.takedamage = DAMAGE_NO;
+ flag.solid = SOLID_NOT;
+ flag.ctf_carrier = player;
+ flag.ctf_status = FLAG_CARRY;
+
+ // messages and sounds
+ sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTN_NORM);
+ ctf_EventLog("recieve", flag.team, player);
+
+ FOR_EACH_REALPLAYER(tmp_player)
{
- if(flag.owner == self)
- self.items |= type * 3; // carrying: self is currently carrying the flag
- else
- self.items |= type * 1; // taken: someone on self's team is carrying the flag
+ if(tmp_player == sender)
+ centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
+ else if(tmp_player == player)
+ centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname));
+ else if(!IsDifferentTeam(tmp_player, sender))
+ centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
}
- else if(flag.cnt == FLAG_DROPPED)
- self.items |= type * 2; // lost: the flag is dropped somewhere on the map
+
+ // create new waypoint
+ ctf_FlagcarrierWaypoints(player);
+
+ sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
+ player.throw_antispam = sender.throw_antispam;
+
+ flag.pass_sender = world;
+ flag.pass_target = world;
}
-void ctf_SetStatus() // re-write this in some less shitty way
+void ctf_Handle_Throw(entity player, entity reciever, float droptype)
{
- // declarations
- float redflags, blueflags;
- local entity flag;
+ entity flag = player.flagcarried;
+ vector targ_origin;
- // initially clear items so they can be set as necessary later.
- self.items &~= (IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
+ if(!flag) { return; }
+ if((droptype == DROP_PASS) && !reciever) { return; }
+
+ if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
+
+ // reset the flag
+ setattachment(flag, world, "");
+ setorigin(flag, player.origin + FLAG_DROP_OFFSET);
+ flag.owner.flagcarried = world;
+ flag.owner = world;
+ flag.solid = SOLID_TRIGGER;
+ flag.ctf_droptime = time;
+
+ flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
+
+ switch(droptype)
+ {
+ case DROP_PASS:
+ {
+ WarpZone_RefSys_MakeSameRefSys(flag, player);
+ targ_origin = WarpZone_RefSys_TransformOrigin(reciever, flag, (0.5 * (reciever.absmin + reciever.absmax)));
+ flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity);
+ break;
+ }
+
+ case DROP_THROW:
+ {
+ makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
+ flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_drop_velocity)), FALSE);
+ break;
+ }
+
+ case DROP_RESET:
+ {
+ flag.velocity = '0 0 0'; // do nothing
+ break;
+ }
+
+ default:
+ case DROP_NORMAL:
+ {
+ flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom())), FALSE);
+ break;
+ }
+ }
+
+ switch(droptype)
+ {
+ case DROP_PASS:
+ {
+ // main
+ flag.movetype = MOVETYPE_FLY;
+ flag.takedamage = DAMAGE_NO;
+ flag.pass_sender = player;
+ flag.pass_target = reciever;
+ flag.ctf_status = FLAG_PASSING;
+
+ // other
+ sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
+ WarpZone_TrailParticles(world, particleeffectnum(flag.passeffect), targ_origin, player.origin);
+ ctf_EventLog("pass", flag.team, player);
+ break;
+ }
- // item for stopping players from capturing the flag too often
- if(self.ctf_captureshielded)
- self.items |= IT_CTF_SHIELDED;
+ case DROP_RESET:
+ {
+ // do nothing
+ break;
+ }
+
+ default:
+ case DROP_THROW:
+ case DROP_NORMAL:
+ {
+ ctf_Handle_Drop(flag, player, droptype);
+ break;
+ }
+ }
+
+ // kill old waypointsprite
+ WaypointSprite_Ping(player.wps_flagcarrier);
+ WaypointSprite_Kill(player.wps_flagcarrier);
+
+ if(player.wps_enemyflagcarrier)
+ WaypointSprite_Kill(player.wps_enemyflagcarrier);
+
+ // captureshield
+ ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
+}
+
+
+// ==============
+// Event Handlers
+// ==============
+
+void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
+{
+ entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
+ entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
+ float old_time, new_time;
+
+ if not(player) { return; } // without someone to give the reward to, we can't possibly cap
+
+ // messages and sounds
+ Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
+ sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
+
+ switch(capturetype)
+ {
+ case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
+ case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
+ default: break;
+ }
+
+ // scoring
+ PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_capture);
+ PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
+
+ old_time = PlayerScore_Add(player, SP_CTF_CAPTIME, 0);
+ new_time = TIME_ENCODE(time - enemy_flag.ctf_pickuptime);
+ if(!old_time || new_time < old_time)
+ PlayerScore_Add(player, SP_CTF_CAPTIME, new_time - old_time);
+
+ // effects
+ if(autocvar_g_ctf_flag_capture_effects)
+ {
+ pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
+ shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
+ }
+
+ // other
+ if(capturetype == CAPTURE_NORMAL)
+ {
+ WaypointSprite_Kill(player.wps_flagcarrier);
+ if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
+ if(enemy_flag.ctf_dropper) { PlayerTeamScore_AddScore(enemy_flag.ctf_dropper, autocvar_g_ctf_score_capture_assist); }
+ }
+
+ // reset the flag
+ player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
+ ctf_RespawnFlag(enemy_flag);
+}
+
+void ctf_Handle_Return(entity flag, entity player)
+{
+ // messages and sounds
+ //centerprint(player, strcat("You returned the ", flag.netname));
+ Send_KillNotification(player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
+ sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
+ ctf_EventLog("return", flag.team, player);
+
+ // scoring
+ PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_return); // reward for return
+ PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
+
+ TeamScore_AddToTeam(flag.team, ST_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the team who was last carrying it
+
+ if(flag.ctf_dropper)
+ {
+ PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the player who dropped the flag
+ ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
+ flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
+ }
+
+ // reset the flag
+ ctf_RespawnFlag(flag);
+}
- // figure out what flags we already own
- for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
+void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
+{
+ // declarations
+ entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
+ string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
+ float pickup_dropped_score; // used to calculate dropped pickup score
+
+ // attach the flag to the player
+ flag.owner = player;
+ player.flagcarried = flag;
+ setattachment(flag, player, "");
+ setorigin(flag, FLAG_CARRY_OFFSET);
+
+ // flag setup
+ flag.movetype = MOVETYPE_NONE;
+ flag.takedamage = DAMAGE_NO;
+ flag.solid = SOLID_NOT;
+ flag.angles = '0 0 0';
+ flag.ctf_carrier = player;
+ flag.ctf_status = FLAG_CARRY;
+
+ switch(pickuptype)
{
- if(flag.items & IT_KEY2) // blue
- ++redflags;
- else if(flag.items & IT_KEY1) // red
- ++blueflags;
+ case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
+ case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
+ default: break;
}
- // blinking magic: if there is more than one flag, show one of these in a clever way // wtf?
- if(redflags)
- redflags = mod(floor(time * redflags * 0.75), redflags);
+ // messages and sounds
+ Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
+ sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
+ verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
+
+ FOR_EACH_REALPLAYER(tmp_player)
+ {
+ if(tmp_player == player)
+ centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
+ else if(!IsDifferentTeam(tmp_player, player))
+ centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
+ else if(!IsDifferentTeam(tmp_player, flag))
+ centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
+ }
- if(blueflags)
- blueflags = mod(floor(time * blueflags * 0.75), blueflags);
+ switch(pickuptype)
+ {
+ case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
+ case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
+ default: break;
+ }
+
+ // scoring
+ PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
+ switch(pickuptype)
+ {
+ case PICKUP_BASE:
+ {
+ PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_pickup_base);
+ break;
+ }
+
+ case PICKUP_DROPPED:
+ {
+ 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);
+ pickup_dropped_score = floor((autocvar_g_ctf_score_pickup_dropped_late * (1 - pickup_dropped_score) + autocvar_g_ctf_score_pickup_dropped_early * pickup_dropped_score) + 0.5);
+ print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
+ PlayerTeamScore_AddScore(player, pickup_dropped_score);
+ break;
+ }
+
+ default: break;
+ }
+
+ // speedrunning
+ if(pickuptype == PICKUP_BASE)
+ {
+ flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
+ if((player.speedrunning) && (ctf_captimerecord))
+ ctf_FakeTimeLimit(player, time + ctf_captimerecord);
+ }
+
+ // effects
+ if(autocvar_g_ctf_flag_pickup_effects)
+ pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
+
+ // waypoints
+ if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
+ ctf_FlagcarrierWaypoints(player);
+ WaypointSprite_Ping(player.wps_flagcarrier);
+}
- for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
+
+// ===================
+// Main Flag Functions
+// ===================
+
+void ctf_CheckFlagReturn(entity flag, float returntype)
+{
+ if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
+
+ if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
{
- if(flag.items & IT_KEY2) // blue
+ switch(returntype)
+ {
+ case RETURN_DROPPED: bprint("The ", flag.netname, " was dropped in the base and returned itself\n"); break;
+ case RETURN_DAMAGE: bprint("The ", flag.netname, " was destroyed and returned to base\n"); break;
+ case RETURN_SPEEDRUN: bprint("The ", flag.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n"); break;
+ case RETURN_NEEDKILL: bprint("The ", flag.netname, " fell somewhere it couldn't be reached and returned to base\n"); break;
+
+ default:
+ case RETURN_TIMEOUT:
+ { bprint("The ", flag.netname, " has returned to base\n"); break; }
+ }
+ sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
+ ctf_EventLog("returned", flag.team, world);
+ ctf_RespawnFlag(flag);
+ }
+}
+
+void ctf_CheckStalemate(void)
+{
+ // declarations
+ float stale_red_flags, stale_blue_flags;
+ entity tmp_entity;
+
+ entity ctf_staleflaglist; // reset the list, we need to build the list each time this function runs
+
+ // build list of stale flags
+ for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
+ {
+ if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
+ if(tmp_entity.ctf_status != FLAG_BASE)
+ if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
+ {
+ tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
+ ctf_staleflaglist = tmp_entity;
+
+ switch(tmp_entity.team)
+ {
+ case COLOR_TEAM1: ++stale_red_flags; break;
+ case COLOR_TEAM2: ++stale_blue_flags; break;
+ }
+ }
+ }
+
+ if(stale_red_flags && stale_blue_flags)
+ ctf_stalemate = TRUE;
+ else if(!stale_red_flags && !stale_blue_flags)
+ ctf_stalemate = FALSE;
+
+ // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
+ if(ctf_stalemate)
+ {
+ for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
+ {
+ if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
+ WaypointSprite_Spawn("enemyflagcarrier", 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, world, tmp_entity.team, tmp_entity.owner, wps_enemyflagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_ENEMYFC(tmp_entity.owner.team));
+ }
+
+ if not(wpforenemy_announced)
+ {
+ FOR_EACH_REALPLAYER(tmp_entity)
+ if(tmp_entity.flagcarried)
+ centerprint(tmp_entity, "Stalemate! Enemies can now see you on radar!");
+ else
+ centerprint(tmp_entity, "Stalemate! Flag carriers can now be seen by enemies on radar!");
+
+ wpforenemy_announced = TRUE;
+ }
+ }
+}
+
+void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(ITEM_DAMAGE_NEEDKILL(deathtype))
+ {
+ // automatically kill the flag and return it
+ self.health = 0;
+ ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
+ return;
+ }
+ if(autocvar_g_ctf_flag_return_damage)
+ {
+ // reduce health and check if it should be returned
+ self.health = self.health - damage;
+ ctf_CheckFlagReturn(self, RETURN_DAMAGE);
+ return;
+ }
+}
+
+void ctf_FlagThink()
+{
+ // declarations
+ entity tmp_entity;
+
+ self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
+
+ // captureshield
+ if(self == ctf_worldflaglist) // only for the first flag
+ FOR_EACH_CLIENT(tmp_entity)
+ ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
+
+ // sanity checks
+ if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
+ dprint("wtf the flag got squashed?\n");
+ tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
+ if(!trace_startsolid) // can we resize it without getting stuck?
+ setsize(self, FLAG_MIN, FLAG_MAX); }
+
+ switch(self.ctf_status) // reset flag angles in case warpzones adjust it
+ {
+ case FLAG_DROPPED:
+ case FLAG_PASSING:
+ {
+ self.angles = '0 0 0';
+ break;
+ }
+
+ default: break;
+ }
+
+ // main think method
+ switch(self.ctf_status)
+ {
+ case FLAG_BASE:
+ {
+ if(autocvar_g_ctf_dropped_capture_radius)
+ {
+ for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
+ if(tmp_entity.ctf_status == FLAG_DROPPED)
+ if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
+ ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
+ }
+ return;
+ }
+
+ case FLAG_DROPPED:
+ {
+ if(autocvar_g_ctf_flag_dropped_floatinwater)
+ {
+ vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
+ {
+ self.velocity = self.velocity * 0.5;
+
+ if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
+ { self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
+ else
+ { self.movetype = MOVETYPE_FLY; }
+ }
+ else if(self.movetype == MOVETYPE_FLY) { self.movetype = MOVETYPE_TOSS; }
+ }
+ if(autocvar_g_ctf_flag_return_dropped)
+ {
+ if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
+ {
+ self.health = 0;
+ ctf_CheckFlagReturn(self, RETURN_DROPPED);
+ return;
+ }
+ }
+ if(autocvar_g_ctf_flag_return_time)
+ {
+ self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
+ ctf_CheckFlagReturn(self, RETURN_TIMEOUT);
+ return;
+ }
+ return;
+ }
+
+ case FLAG_CARRY:
+ {
+ if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord))
+ {
+ self.health = 0;
+ ctf_CheckFlagReturn(self, RETURN_SPEEDRUN);
+
+ tmp_entity = self;
+ self = self.owner;
+ self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
+ ImpulseCommands();
+ self = tmp_entity;
+ }
+ if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
+ {
+ if(time >= wpforenemy_nextthink)
+ {
+ ctf_CheckStalemate();
+ wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
+ }
+ }
+ return;
+ }
+
+ case FLAG_PASSING: // todo make work with warpzones
+ {
+ vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
+ vector old_targ_origin = targ_origin;
+ targ_origin = WarpZone_RefSys_TransformOrigin(self.pass_target, self, targ_origin);
+ WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
+
+ print(strcat("self: ", vtos(self.origin), ", old: ", vtos(old_targ_origin), " (", ftos(vlen(self.origin - old_targ_origin)), "qu)"), ", transformed: ", vtos(targ_origin), " (", ftos(vlen(self.origin - targ_origin)), "qu)", ".\n");
+
+ if((self.pass_target.deadflag != DEAD_NO)
+ || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
+ || ((trace_fraction < 1) && (trace_ent != self.pass_target))
+ || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
+ {
+ ctf_Handle_Drop(self, world, DROP_PASS);
+ }
+ else // still a viable target, go for it
+ {
+ vector desired_direction = normalize(targ_origin - self.origin);
+ vector current_direction = normalize(self.velocity);
+
+ self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
+ }
+ return;
+ }
+
+ default: // this should never happen
+ {
+ dprint("ctf_FlagThink(): Flag exists with no status?\n");
+ return;
+ }
+ }
+}
+
+void ctf_FlagTouch()
+{
+ if(gameover) { return; }
+
+ entity toucher = other;
+
+ // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
+ if(ITEM_TOUCH_NEEDKILL())
+ {
+ self.health = 0;
+ ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
+ return;
+ }
+
+ // special touch behaviors
+ if(toucher.vehicle_flags & VHF_ISVEHICLE)
+ {
+ if(autocvar_g_ctf_allow_vehicle_touch)
+ toucher = toucher.owner; // the player is actually the vehicle owner, not other
+ else
+ return; // do nothing
+ }
+ else if(toucher.classname != "player") // The flag just touched an object, most likely the world
+ {
+ if(time > self.wait) // if we haven't in a while, play a sound/effect
+ {
+ pointparticles(particleeffectnum(self.toucheffect), self.origin, '0 0 0', 1);
+ sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
+ self.wait = time + FLAG_TOUCHRATE;
+ }
+ return;
+ }
+ else if(toucher.deadflag != DEAD_NO) { return; }
+
+ switch(self.ctf_status)
+ {
+ case FLAG_BASE:
+ {
+ if(!IsDifferentTeam(toucher, self) && (toucher.flagcarried) && IsDifferentTeam(toucher.flagcarried, self))
+ ctf_Handle_Capture(self, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
+ else if(IsDifferentTeam(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time))
+ ctf_Handle_Pickup(self, toucher, PICKUP_BASE); // toucher just stole the enemies flag
+ break;
+ }
+
+ case FLAG_DROPPED:
+ {
+ if(!IsDifferentTeam(toucher, self))
+ ctf_Handle_Return(self, toucher); // toucher just returned his own flag
+ else if((!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
+ ctf_Handle_Pickup(self, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
+ break;
+ }
+
+ case FLAG_CARRY:
{
- if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times) // WHAT THE FUCK DOES THIS MEAN? whoever wrote this is shitty at explaining things.
- ctf_SetStatus_ForType(flag, IT_RED_FLAG_TAKEN);
+ dprint("Someone touched a flag even though it was being carried?\n");
+ break;
}
- else if(flag.items & IT_KEY1) // red
+
+ case FLAG_PASSING:
{
- if(--blueflags == -1) // happens exactly once
- ctf_SetStatus_ForType(flag, IT_BLUE_FLAG_TAKEN);
+ if((toucher.classname == "player") && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
+ {
+ if(IsDifferentTeam(toucher, self.pass_sender))
+ ctf_Handle_Return(self, toucher);
+ else
+ ctf_Handle_Retrieve(self, toucher);
+ }
+ break;
}
}
}
-void ctf_Reset()
+void ctf_RespawnFlag(entity flag)
{
- ctf_Handle_Drop(self);
-
- ctf_RespawnFlag(self);
-}
-
+ // reset the player (if there is one)
+ if((flag.owner) && (flag.owner.flagcarried == flag))
+ {
+ if(flag.owner.wps_enemyflagcarrier)
+ WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
+
+ WaypointSprite_Kill(flag.wps_flagcarrier);
+
+ flag.owner.flagcarried = world;
-// ==============
-// Event Handlers
-// ==============
+ if(flag.speedrunning)
+ ctf_FakeTimeLimit(flag.owner, -1);
+ }
-void ctf_Handle_Drop(entity player) // make sure this works
-{
- entity flag = player.flagcarried;
+ if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
+ { WaypointSprite_Kill(flag.wps_flagdropped); }
- if(!flag) { return; }
- if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
-
// reset the flag
setattachment(flag, world, "");
- flag.owner.flagcarried = world;
- flag.owner = world;
- flag.ctf_status = FLAG_DROPPED;
- flag.movetype = MOVETYPE_TOSS;
- flag.solid = SOLID_TRIGGER;
- flag.takedamage = DAMAGE_YES;
- flag.flags = FL_ITEM; // does this need set? same as above.
- setorigin(flag, player.origin - '0 0 24' + '0 0 37'); // eh wtf is with these weird values?
- flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
- flag.pain_finished = time + autocvar_g_ctf_flag_returntime;
+ setorigin(flag, flag.ctf_spawnorigin);
- flag.ctf_droptime = time;
- flag.ctf_dropperid = player.playerid;
-
- // messages and sounds
- Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
- sound(flag, CHAN_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
- ctf_EventLog("dropped", player.team, player);
+ flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
+ flag.takedamage = DAMAGE_NO;
+ flag.health = flag.max_flag_health;
+ flag.solid = SOLID_TRIGGER;
+ flag.velocity = '0 0 0';
+ flag.angles = flag.mangle;
+ flag.flags = FL_ITEM | FL_NOTARGET;
- // scoring
- PlayerScore_Add(player, SP_CTF_DROPS, 1);
- UpdateFrags(player, -ctf_ReadScore("penalty_drop"));
-
- // waypoints
- WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, (COLOR_TEAM1 + COLOR_TEAM2 - flag.team), flag, wps_flagcarrier, FALSE);
- WaypointSprite_Ping(player.wps_flagcarrier);
- WaypointSprite_Kill(player.wps_flagcarrier);
-
- ctf_CaptureShield_Update(player, 0); // shield only
-
- // eh?
- trace_startsolid = FALSE;
- tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
- if(trace_startsolid)
- dprint("FLAG FALLTHROUGH will happen SOON\n");
+ flag.ctf_status = FLAG_BASE;
+ flag.owner = world;
+ flag.pass_sender = world;
+ flag.pass_target = world;
+ flag.ctf_carrier = world;
+ flag.ctf_dropper = world;
+ flag.ctf_pickuptime = 0;
+ flag.ctf_droptime = 0;
+
+ wpforenemy_announced = FALSE;
}
-// finish these
-
-void ctf_Handle_Capture(entity flag, entity player)
+void ctf_Reset()
{
- // blah blah blah
+ if(self.owner)
+ if(self.owner.classname == "player")
+ ctf_Handle_Throw(self.owner, world, DROP_RESET);
+
+ ctf_RespawnFlag(self);
}
-void ctf_Handle_Return(entity flag, entity player)
+void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
{
- // blah blah blah
-}
+ // bot waypoints
+ waypoint_spawnforitem_force(self, self.origin);
+ self.nearestwaypointtimeout = 0; // activate waypointing again
+ self.bot_basewaypoint = self.nearestwaypoint;
-void ctf_Handle_Pickup_Base(entity flag, entity player)
-{
- // blah blah blah
-}
+ // waypointsprites
+ WaypointSprite_SpawnFixed(((self.team == COLOR_TEAM1) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
+ WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
-void ctf_Handle_Pickup_Dropped(entity flag, entity player)
-{
- // blah blah blah
+ // captureshield setup
+ ctf_CaptureShield_Spawn(self);
}
-
-// ===================
-// Main Flag Functions
-// ===================
-
-void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
-{
+void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
+{
// declarations
- teamnumber = fabs(teamnumber - bound(0, g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1.
+ 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.
+ self = flag; // for later usage with droptofloor()
// main setup
- flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified
+ flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
ctf_worldflaglist = flag;
setattachment(flag, world, "");
flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
flag.classname = "item_flag_team";
flag.target = "###item###"; // wut?
- flag.flags = FL_ITEM;
+ flag.flags = FL_ITEM | FL_NOTARGET;
flag.solid = SOLID_TRIGGER;
+ flag.takedamage = DAMAGE_NO;
+ flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
+ flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
+ flag.health = flag.max_flag_health;
+ flag.event_damage = ctf_FlagDamage;
+ flag.pushable = TRUE;
+ flag.teleportable = TELEPORT_NORMAL;
+ flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
+ flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
flag.velocity = '0 0 0';
- flag.ctf_status = FLAG_BASE;
flag.mangle = flag.angles;
- flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
-
- if(flag.spawnflags & 1) // I don't understand what all this is about.
- {
- flag.noalign = TRUE;
- flag.dropped_origin = flag.origin;
- flag.movetype = MOVETYPE_NONE;
- }
- else
- {
- flag.noalign = FALSE;
- droptofloor();
- flag.movetype = MOVETYPE_TOSS;
- }
-
flag.reset = ctf_Reset;
flag.touch = ctf_FlagTouch;
- flag.think = ctf_RespawnFlag;
- flag.nextthink = time + 0.2; // start after doors etc // Samual: 0.2 though? Why?
+ flag.think = ctf_FlagThink;
+ flag.nextthink = time + FLAG_THINKRATE;
+ flag.ctf_status = FLAG_BASE;
+
+ if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
+ if(!flag.scale) { flag.scale = FLAG_SCALE; }
+ if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
+ if(!flag.toucheffect) { flag.toucheffect = ((teamnumber) ? "redflag_touch" : "blueflag_touch"); }
+ if(!flag.passeffect) { flag.passeffect = ((!teamnumber) ? "red_pass" : "blue_pass"); } // invert the team number of the flag to pass as enemy team color
+
+ // sound
+ if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
+ if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
+ 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
+ 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.
+ if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
+ if(!flag.snd_flag_touch) { flag.snd_flag_touch = "ctf/touch.wav"; } // again has no team-based sound
+ if(!flag.snd_flag_pass) { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here
+
+ // precache
+ precache_sound(flag.snd_flag_taken);
+ precache_sound(flag.snd_flag_returned);
+ precache_sound(flag.snd_flag_capture);
+ precache_sound(flag.snd_flag_respawn);
+ precache_sound(flag.snd_flag_dropped);
+ precache_sound(flag.snd_flag_touch);
+ precache_sound(flag.snd_flag_pass);
+ precache_model(flag.model);
+ precache_model("models/ctf/shield.md3");
+ precache_model("models/ctf/shockwavetransring.md3");
// appearence
- if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
- setmodel (flag, flag.model); // precision set below
+ setmodel(flag, flag.model); // precision set below
setsize(flag, FLAG_MIN, FLAG_MAX);
- setorigin(flag, flag.origin + '0 0 37');
- flag.origin_z = flag.origin_z + 6; // why 6?
- if(!flag.scale) { flag.scale = 0.6; }
-
- flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
+ setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
if(autocvar_g_ctf_flag_glowtrails)
{
if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
- // sound
- if(!flag.noise) { flag.noise = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
- if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
- if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
- if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
- if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
-
- // precache
- precache_sound(flag.noise);
- precache_sound(flag.noise1);
- precache_sound(flag.noise2);
- precache_sound(flag.noise3);
- precache_sound(flag.noise4);
- precache_model(flag.model);
- precache_model("models/ctf/shield.md3");
- precache_model("models/ctf/shockwavetransring.md3");
-
- // other initialization stuff
- ctf_CreateBaseWaypoints(flag, teamnumber);
- ctf_CaptureShield_Spawn(flag);
- //InitializeEntity(self, ctf_CaptureShield_Spawn, INITPRIO_SETLOCATION);
-}
-
-void ctf_RespawnFlag(entity flag) // re-write this
-{
- if(flag.classname != "item_flag_team") { backtrace("ctf_RespawnFlag was called incorrectly."); return; }
-
- if(flag.owner)
- if(flag.owner.flagcarried == flag)
- {
- WaypointSprite_DetachCarrier(flag.owner);
- flag.owner.flagcarried = world;
-
- if(flag.speedrunning)
- ctf_FakeTimeLimit(flag.owner, -1);
+ // flag placement
+ if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
+ {
+ flag.dropped_origin = flag.origin;
+ flag.noalign = TRUE;
+ flag.movetype = MOVETYPE_NONE;
}
- flag.owner = world;
+ else // drop to floor, automatically find a platform and set that as spawn origin
+ {
+ flag.noalign = FALSE;
+ self = flag;
+ droptofloor();
+ flag.movetype = MOVETYPE_TOSS;
+ }
- if(flag.waypointsprite_attachedforcarrier)
- WaypointSprite_DetachCarrier(flag);
-
- setattachment(flag, world, "");
- flag.damageforcescale = 0;
- flag.takedamage = DAMAGE_NO;
- flag.movetype = MOVETYPE_NONE;
- if(!flag.noalign)
- flag.movetype = MOVETYPE_TOSS;
- flag.velocity = '0 0 0';
- flag.solid = SOLID_TRIGGER;
- // TODO: play a sound here
- setorigin(flag, flag.dropped_origin);
- flag.angles = flag.mangle;
- flag.ctf_status = FLAG_BASE;
- flag.owner = world;
- flag.flags = FL_ITEM; // clear FL_ONGROUND and any other junk // there shouldn't be any "junk" set on this... look into it and make sure it's kept clean.
+ InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
}
-void ctf_FlagThink() // re-write this
-{
- local entity e;
-
- self.nextthink = time + 0.1;
- // sorry, we have to reset the flag size if it got squished by something
- if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX)
- {
- // if we can grow back, grow back
- tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
- if(!trace_startsolid)
- setsize(self, FLAG_MIN, FLAG_MAX);
- }
+// ==============
+// Hook Functions
+// ==============
- if(self == ctf_worldflaglist) // only for the first flag
- {
- FOR_EACH_CLIENT(e)
- ctf_CaptureShield_Update(e, 1); // release shield only
- }
+MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
+{
+ entity flag;
+
+ // initially clear items so they can be set as necessary later.
+ self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
+ | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
- if(self.speedrunning)
- if(self.cnt == FLAG_CARRY)
+ // scan through all the flags and notify the client about them
+ for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
{
- if(self.owner)
- if(flagcaptimerecord)
- if(time >= self.flagpickuptime + flagcaptimerecord)
+ switch(flag.ctf_status)
{
- bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
-
- sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
- self.owner.impulse = 141; // returning!
-
- e = self;
- self = self.owner;
- ctf_RespawnFlag(e);
- ImpulseCommands();
- self = e;
- return;
+ case FLAG_PASSING:
+ case FLAG_CARRY:
+ {
+ if((flag.owner == self) || (flag.pass_sender == self))
+ self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
+ else
+ self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
+ break;
+ }
+ case FLAG_DROPPED:
+ {
+ self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
+ break;
+ }
}
}
+
+ // item for stopping players from capturing the flag too often
+ if(self.ctf_captureshielded)
+ self.items |= IT_CTF_SHIELDED;
+
+ // update the health of the flag carrier waypointsprite
+ if(self.wps_flagcarrier)
+ WaypointSprite_UpdateHealth(self.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
+
+ return 0;
+}
- if(self.cnt == FLAG_BASE)
- return;
-
- if(self.cnt == FLAG_DROPPED)
+MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
+{
+ if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
{
- // flag fallthrough? FIXME remove this if bug is really fixed now
- if(self.origin_z < -131072)
+ if(frag_target == frag_attacker) // damage done to yourself
{
- dprint("FLAG FALLTHROUGH just happened\n");
- self.pain_finished = 0;
+ frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
+ frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
}
- setattachment(self, world, "");
- if(time > self.pain_finished)
+ else // damage done to everyone else
{
- bprint("The ", self.netname, " has returned to base\n");
- sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
- ctf_EventLog("returned", self.team, world);
- ctf_RespawnFlag(self);
+ frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
+ frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
}
- return;
}
-
- e = self.owner;
- if(e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
+ else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && IsDifferentTeam(frag_target, frag_attacker)) // if the target is a flagcarrier
{
- dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
- ctf_Handle_Drop(e);
- return;
+ if(autocvar_g_ctf_flagcarrier_auto_helpme_when_damaged > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent)))
+ WaypointSprite_HelpMePing(frag_target.wps_flagcarrier); // TODO: only do this if there is a significant loss of health?
}
-
- if(autocvar_g_ctf_allow_drop)
- if(e.BUTTON_USE)
- ctf_Handle_Drop(self);
+ return 0;
}
-void ctf_FlagTouch()
+MUTATOR_HOOKFUNCTION(ctf_PlayerDies)
{
- if(gameover) { return; }
- if(!self) { return; }
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- { // The ball fell off the map, respawn it since players can't get to it
- ctf_RespawnFlag(self);
- return;
- }
- if(other.deadflag != DEAD_NO) { return; }
- if(other.classname != "player")
- { // the flag just touched an object, most likely the world
- pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
- sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
- return;
+ if((frag_attacker != frag_target) && (frag_attacker.classname == "player") && (frag_target.flagcarried))
+ {
+ PlayerTeamScore_AddScore(frag_attacker, autocvar_g_ctf_score_kill);
+ PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
}
- else if(self.wait > time) { return; }
-
- switch(self.ctf_status)
- {
- case FLAG_BASE:
- if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
- ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
- else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
- ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
- break;
-
- case FLAG_DROPPED:
- if(other.team == self.team)
- ctf_Handle_Return(self, other); // other just returned his own flag
- else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
- ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
- break;
- case FLAG_CARRY:
- default:
- dprint("Someone touched a flag even though it was being carried? wtf?\n");
- break; // this should never happen
- }
+ if(frag_target.flagcarried)
+ { ctf_Handle_Throw(frag_target, world, DROP_NORMAL); }
+
+ return 0;
}
+MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
+{
+ frag_score = 0;
+ return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
+}
-// =======================
-// CaptureShield Functions
-// =======================
+MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
+{
+ if(self.flagcarried)
+ { ctf_Handle_Throw(self, world, DROP_NORMAL); }
+
+ return 0;
+}
-float ctf_CaptureShield_CheckStatus(entity p) // check to see
+MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
{
- float s, se;
- entity e;
- float players_worseeq, players_total;
+ if(self.flagcarried)
+ if(!autocvar_g_ctf_portalteleport)
+ { ctf_Handle_Throw(self, world, DROP_NORMAL); }
- if(captureshield_max_ratio <= 0)
- return FALSE;
+ return 0;
+}
- s = PlayerScore_Add(p, SP_SCORE, 0);
- if(s >= -captureshield_min_negscore)
- return FALSE;
+MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
+{
+ entity player = self;
- players_total = players_worseeq = 0;
- FOR_EACH_PLAYER(e)
+ if((time > player.throw_antispam) && (player.deadflag == DEAD_NO) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
{
- if(e.team != p.team)
- continue;
- se = PlayerScore_Add(e, SP_SCORE, 0);
- if(se <= s)
- ++players_worseeq;
- ++players_total;
+ // pass the flag to a team mate
+ if(autocvar_g_ctf_pass)
+ {
+ entity head, closest_target;
+ head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, TRUE);
+
+ while(head) // find the closest acceptable target to pass to
+ {
+ if(head.classname == "player" && head.deadflag == DEAD_NO)
+ if(head != player && !IsDifferentTeam(head, player))
+ if(!head.speedrunning && (!head.vehicle || autocvar_g_ctf_allow_vehicle_touch))
+ {
+ if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
+ {
+ if(clienttype(head) == CLIENTTYPE_BOT)
+ {
+ centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
+ ctf_Handle_Throw(head, player, DROP_PASS);
+ }
+ else
+ {
+ centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
+ centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
+ }
+ player.throw_antispam = time + autocvar_g_ctf_pass_wait;
+ return 0;
+ }
+ else if(player.flagcarried)
+ {
+ if(closest_target)
+ {
+ if(vlen(player.origin - WarpZone_UnTransformOrigin(head, head.origin)) < vlen(player.origin - WarpZone_UnTransformOrigin(closest_target, closest_target.origin)))
+ { closest_target = head; }
+ }
+ else { closest_target = head; }
+ }
+ }
+ head = head.chain;
+ }
+
+ if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
+ }
+
+ // throw the flag in front of you
+ if(autocvar_g_ctf_drop && player.flagcarried)
+ { ctf_Handle_Throw(player, world, DROP_THROW); }
}
+
+ return 0;
+}
- // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
- // use this rule here
-
- if(players_worseeq >= players_total * captureshield_max_ratio)
- return FALSE;
+MUTATOR_HOOKFUNCTION(ctf_HelpMePing)
+{
+ if(self.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
+ {
+ WaypointSprite_HelpMePing(self.wps_flagcarrier);
+ }
+ else // create a normal help me waypointsprite
+ {
+ WaypointSprite_Spawn("helpme", waypointsprite_deployed_lifetime, waypointsprite_limitedrange, self, FLAG_WAYPOINT_OFFSET, world, self.team, self, wps_helpme, FALSE, RADARICON_HELPME, '1 0.5 0');
+ WaypointSprite_Ping(self.wps_helpme);
+ }
- return TRUE;
+ return 1;
}
-void ctf_CaptureShield_Update(entity p, float dir)
+MUTATOR_HOOKFUNCTION(ctf_VehicleEnter)
{
- float should;
- if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
+ if(vh_player.flagcarried)
{
- should = ctf_CaptureShield_CheckStatus(p);
- if(should != dir)
+ if(!autocvar_g_ctf_flagcarrier_allow_vehicle_carry)
{
- if(should) // TODO csqc notifier for this
- centerprint_atprio(p, 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.");
- else
- centerprint_atprio(p, 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.");
-
- p.ctf_captureshielded = should;
+ ctf_Handle_Throw(vh_player, world, DROP_NORMAL);
+ }
+ else
+ {
+ setattachment(vh_player.flagcarried, vh_vehicle, "");
+ setorigin(vh_player.flagcarried, VEHICLE_FLAG_OFFSET);
+ vh_player.flagcarried.scale = VEHICLE_FLAG_SCALE;
+ //vh_player.flagcarried.angles = '0 0 0';
}
}
+
+ return 0;
}
-float ctf_CaptureShield_Customize()
+MUTATOR_HOOKFUNCTION(ctf_VehicleExit)
{
- if not(other.ctf_captureshielded)
- return FALSE;
- if(self.team == other.team)
- return FALSE;
- return TRUE;
-}
+ if(vh_player.flagcarried)
+ {
+ setattachment(vh_player.flagcarried, vh_player, "");
+ setorigin(vh_player.flagcarried, FLAG_CARRY_OFFSET);
+ vh_player.flagcarried.scale = FLAG_SCALE;
+ vh_player.flagcarried.angles = '0 0 0';
+ }
-void ctf_CaptureShield_Touch()
-{
- if not(other.ctf_captureshielded)
- return;
- if(self.team == other.team)
- return;
- vector mymid;
- vector othermid;
- 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) * 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.");
+ return 0;
}
-void ctf_CaptureShield_Spawn(entity flag)
+MUTATOR_HOOKFUNCTION(ctf_AbortSpeedrun)
{
- entity e;
- e = spawn();
- e.enemy = self;
- e.team = self.team;
- e.touch = ctf_CaptureShield_Touch;
- e.customizeentityforclient = ctf_CaptureShield_Customize;
- e.classname = "ctf_captureshield";
- e.effects = EF_ADDITIVE;
- e.movetype = MOVETYPE_NOCLIP;
- e.solid = SOLID_TRIGGER;
- e.avelocity = '7 0 11';
- setorigin(e, self.origin);
- setmodel(e, "models/ctf/shield.md3");
- e.scale = 0.5;
- setsize(e, e.scale * e.mins, e.scale * e.maxs);
+ if(self.flagcarried)
+ {
+ bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n");
+ ctf_RespawnFlag(self);
+ }
+
+ return 0;
}
-
-// ==============
-// Hook Functions
-// ==============
-
-MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
+MUTATOR_HOOKFUNCTION(ctf_MatchEnd)
{
- if(self.flagcarried) { ctf_Handle_Drop(self); } // figure this out
+ entity flag; // temporary entity for the search method
- return TRUE;
+ for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
+ {
+ switch(flag.ctf_status)
+ {
+ case FLAG_DROPPED:
+ case FLAG_PASSING:
+ {
+ // lock the flag, game is over
+ flag.movetype = MOVETYPE_NONE;
+ flag.takedamage = DAMAGE_NO;
+ flag.solid = SOLID_NOT;
+ flag.nextthink = 0; // stop thinking
+
+ print("stopping the ", flag.netname, " from moving.\n");
+ break;
+ }
+
+ default:
+ case FLAG_BASE:
+ case FLAG_CARRY:
+ {
+ // do nothing for these flags
+ break;
+ }
+ }
+ }
+
+ return 0;
}
}
/*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
-CTF flag for team one (Red). Multiple flags are allowed.
+CTF flag for team one (Red).
Keys:
"angle" Angle the flag will point (minus 90 degrees)...
-"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
-"noise" sound played when flag is picked up (default ctf/take.wav)...
-"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
-"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
-"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
+"model" model to use, note this needs red and blue as skins 0 and 1...
+"noise" sound played when flag is picked up...
+"noise1" sound played when flag is returned by a teammate...
+"noise2" sound played when flag is captured...
+"noise3" sound played when flag is lost in the field and respawns itself...
+"noise4" sound played when flag is dropped by a player...
+"noise5" sound played when flag touches the ground... */
void spawnfunc_item_flag_team1()
{
if(!g_ctf) { remove(self); return; }
- ctf_SetupFlag(1, self);
+ ctf_FlagSetup(1, self); // 1 = red
}
/*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
-CTF flag for team two (Blue). Multiple flags are allowed.
+CTF flag for team two (Blue).
Keys:
"angle" Angle the flag will point (minus 90 degrees)...
-"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
-"noise" sound played when flag is picked up (default ctf/take.wav)...
-"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
-"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
-"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
+"model" model to use, note this needs red and blue as skins 0 and 1...
+"noise" sound played when flag is picked up...
+"noise1" sound played when flag is returned by a teammate...
+"noise2" sound played when flag is captured...
+"noise3" sound played when flag is lost in the field and respawns itself...
+"noise4" sound played when flag is dropped by a player...
+"noise5" sound played when flag touches the ground... */
void spawnfunc_item_flag_team2()
{
if(!g_ctf) { remove(self); return; }
- ctf_SetupFlag(0, self);
+ ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
}
/*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
// code from here on is just to support maps that don't have flag and team entities
void ctf_SpawnTeam (string teamname, float teamcolor)
{
- local entity oldself;
+ entity oldself;
oldself = self;
self = spawn();
self.classname = "ctf_team";
self = oldself;
}
-void ctf_DelayedInit()
+void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
{
// if no teams are found, spawn defaults
if(find(world, classname, "ctf_team") == world)
{
+ print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
}
+
+ ScoreRules_ctf();
}
void ctf_Initialize()
{
- flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
+ ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
- captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
- captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
- captureshield_force = autocvar_g_ctf_shield_force;
-
- g_ctf_win_mode = cvar("g_ctf_win_mode");
-
- ScoreRules_ctf();
+ ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
+ ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
+ ctf_captureshield_force = autocvar_g_ctf_shield_force;
InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
}
{
MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
- //MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
- //MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
- //MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
- //MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
-
+ MUTATOR_HOOK(PlayerDies, ctf_PlayerDies, CBC_ORDER_ANY);
+ MUTATOR_HOOK(MatchEnd, ctf_MatchEnd, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
+ MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
+ MUTATOR_HOOK(HelpMePing, ctf_HelpMePing, CBC_ORDER_ANY);
+ MUTATOR_HOOK(VehicleEnter, ctf_VehicleEnter, CBC_ORDER_ANY);
+ MUTATOR_HOOK(VehicleExit, ctf_VehicleExit, CBC_ORDER_ANY);
+ MUTATOR_HOOK(AbortSpeedrun, ctf_AbortSpeedrun, CBC_ORDER_ANY);
+
MUTATOR_ONADD
{
if(time > 1) // game loads at time 1
error("This is a game type and it cannot be removed at runtime.");
}
- return TRUE;
+ return 0;
}