#define FLAG_CARRY_OFFSET ('-16 0 8')
#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
#define FLAG_WAYPOINT_OFFSET ('0 0 64')
+#define FLAG_FLOAT_OFFSET ('0 0 32')
#define VEHICLE_FLAG_OFFSET ('0 0 96')
#define VEHICLE_FLAG_SCALE 1.0
// waypoint colors
#define WPCOLOR_ENEMYFC(t) (colormapPaletteColor(t - 1, FALSE) * 0.75)
-#define WPCOLOR_FLAGCARRIER(t) (('0 0.75 0' + colormapPaletteColor(t - 1, FALSE)) * 0.5)
+#define WPCOLOR_FLAGCARRIER(t) ('0.8 0.8 0')
#define WPCOLOR_DROPPEDFLAG(t) (('0.25 0.25 0.25' + colormapPaletteColor(t - 1, FALSE)) * 0.5)
// sounds
#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_staleflaglist;
.entity ctf_staleflagnext;
// waypoint sprites
.entity wps_flagcarrier;
.entity wps_flagdropped;
.entity wps_enemyflagcarrier;
+float wpforenemy_announced;
+float wpforenemy_nextthink;
// statuses
#define FLAG_BASE 1
// flag properties
#define ctf_spawnorigin dropped_origin
+float ctf_stalemate; // indicates that a stalemate is active
float ctf_captimerecord; // record time for capturing the flag
.float ctf_pickuptime;
.float ctf_droptime;
.float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
-.entity ctf_carrier;
.entity ctf_dropper; // don't allow spam of dropping the flag
.float max_flag_health;
.float next_take_time;
-float wpforenemy_announced;
-float wpforenemy_nextthink;
-
// passing properties
.entity pass_sender;
.entity pass_target;
.float 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
\ No newline at end of file
+float ctf_captureshield_force; // push force of the shield