ctf_Initialize();
ActivateTeamplay();
- SetLimits(autocvar_capturelimit_override, -1, autocvar_captureleadlimit_override, -1);
+ SetLimits(autocvar_capturelimit_override, autocvar_captureleadlimit_override, -1, -1);
have_team_spawns = -1; // request team spawns
}
#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;
+.int ctf_flagstatus = _STAT(CTF_FLAGSTATUS);
#endif
const int CTF_RED_FLAG_TAKEN = 1;
bool autocvar_g_ctf_flag_glowtrails;
int autocvar_g_ctf_flag_health;
bool autocvar_g_ctf_flag_return;
+bool autocvar_g_ctf_flag_return_carrying;
float autocvar_g_ctf_flag_return_carried_radius;
float autocvar_g_ctf_flag_return_time;
bool autocvar_g_ctf_flag_return_when_unreachable;
void ctf_CaptureShield_Spawn(entity flag)
{SELFPARAM();
- entity shield = spawn();
+ entity shield = new(ctf_captureshield);
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;
ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
}
+void shockwave_spawn(string m, vector org, float sz, float t1, float t2)
+{
+ return modeleffect_spawn(m, 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, sz, 1, t1, t2);
+}
// ==============
// Event Handlers
return true;
}
-void ctf_CheckStalemate(void)
+void ctf_CheckStalemate()
{
// declarations
int stale_flags = 0, stale_red_flags = 0, stale_blue_flags = 0, stale_yellow_flags = 0, stale_pink_flags = 0, stale_neutral_flags = 0;
ctf_CheckFlagReturn(self, RETURN_SPEEDRUN);
setself(self.owner);
- self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
- ImpulseCommands();
+ self.impulse = CHIMPULSE_SPEEDRUN.impulse; // move the player back to the waypoint they set
+ ImpulseCommands(self);
setself(this);
}
if(autocvar_g_ctf_stalemate)
}
else if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && DIFF_TEAM(toucher.flagcarried, flag) && is_not_monster)
ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
+ else if(CTF_DIFFTEAM(toucher, flag) && (toucher.flagcarried) && CTF_SAMETEAM(toucher.flagcarried, toucher) && (!toucher.ctf_captureshielded) && autocvar_g_ctf_flag_return_carrying && (time > toucher.next_take_time) && is_not_monster)
+ {
+ ctf_Handle_Return(toucher.flagcarried, toucher); // return their current flag
+ ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // now pickup the flag
+ }
else if(CTF_DIFFTEAM(toucher, flag) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time) && is_not_monster)
ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the enemies flag
break;
case FLAG_DROPPED:
{
- if(CTF_SAMETEAM(toucher, flag) && (autocvar_g_ctf_flag_return || num_perteam <= 1) && flag.team) // automatically return if there's only 1 player on the team
+ if(CTF_SAMETEAM(toucher, flag) && (autocvar_g_ctf_flag_return || num_perteam <= 1 || (autocvar_g_ctf_flag_return_carrying && toucher.flagcarried)) && flag.team) // automatically return if there's only 1 player on the team
ctf_Handle_Return(flag, toucher); // toucher just returned his own flag
else if(is_not_monster && (!toucher.flagcarried) && ((toucher != flag.ctf_dropper) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
ctf_CheckStalemate();
}
-void ctf_Reset()
-{SELFPARAM();
- if(self.owner)
- if(IS_PLAYER(self.owner))
- ctf_Handle_Throw(self.owner, world, DROP_RESET);
+void ctf_Reset(entity this)
+{
+ if(this.owner && IS_PLAYER(this.owner))
+ ctf_Handle_Throw(this.owner, world, DROP_RESET);
- ctf_RespawnFlag(self);
+ ctf_RespawnFlag(this);
}
-void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
+void ctf_DelayedFlagSetup() // called after a flag is placed on a map by ctf_FlagSetup()
{SELFPARAM();
// bot waypoints
waypoint_spawnforitem_force(self, self.origin);
ctf_CaptureShield_Spawn(self);
}
-void set_flag_string(entity flag, .string field, string value, string teamname)
-{
- if(flag.(field) == "")
- flag.(field) = strzone(sprintf(value,teamname));
-}
-
void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
{SELFPARAM();
// declarations
if(!flag.scale) { flag.scale = FLAG_SCALE; }
if(flag.skin == 0) { flag.skin = cvar(sprintf("g_ctf_flag_%s_skin", teamname)); }
if(flag.model == "") { flag.model = cvar_string(sprintf("g_ctf_flag_%s_model", teamname)); }
- set_flag_string(flag, toucheffect, "%sflag_touch", teamname);
- set_flag_string(flag, passeffect, "%s_pass", teamname);
- set_flag_string(flag, capeffect, "%s_cap", teamname);
+ if (flag.toucheffect == "") { flag.toucheffect = EFFECT_FLAG_TOUCH(teamnumber).eent_eff_name; }
+ if (flag.passeffect == "") { flag.passeffect = EFFECT_PASS(teamnumber).eent_eff_name; }
+ if (flag.capeffect == "") { flag.capeffect = EFFECT_CAP(teamnumber).eent_eff_name; }
// sounds
- flag.snd_flag_taken = SND(CTF_TAKEN(teamnumber));
- flag.snd_flag_returned = SND(CTF_RETURNED(teamnumber));
- flag.snd_flag_capture = SND(CTF_CAPTURE(teamnumber));
- flag.snd_flag_dropped = SND(CTF_DROPPED(teamnumber));
- if (flag.snd_flag_respawn == "") flag.snd_flag_respawn = SND(CTF_RESPAWN); // if there is ever a team-based sound for this, update the code to match.
+ flag.snd_flag_taken = strzone(SND(CTF_TAKEN(teamnumber)));
+ flag.snd_flag_returned = strzone(SND(CTF_RETURNED(teamnumber)));
+ flag.snd_flag_capture = strzone(SND(CTF_CAPTURE(teamnumber)));
+ flag.snd_flag_dropped = strzone(SND(CTF_DROPPED(teamnumber)));
+ if (flag.snd_flag_respawn == "") flag.snd_flag_respawn = strzone(SND(CTF_RESPAWN)); // if there is ever a team-based sound for this, update the code to match.
precache_sound(flag.snd_flag_respawn);
- if (flag.snd_flag_touch == "") flag.snd_flag_touch = SND(CTF_TOUCH); // again has no team-based sound
+ if (flag.snd_flag_touch == "") flag.snd_flag_touch = strzone(SND(CTF_TOUCH)); // again has no team-based sound
precache_sound(flag.snd_flag_touch);
- if (flag.snd_flag_pass == "") flag.snd_flag_pass = SND(CTF_PASS); // same story here
+ if (flag.snd_flag_pass == "") flag.snd_flag_pass = strzone(SND(CTF_PASS)); // same story here
precache_sound(flag.snd_flag_pass);
// precache
// if no teams are found, spawn defaults
if(find(world, classname, "ctf_team") == world)
{
- LOG_INFO("No ""ctf_team"" entities found on this map, creating them anyway.\n");
+ LOG_INFO("No \"ctf_team\" entities found on this map, creating them anyway.\n");
ctf_SpawnTeam("Red", NUM_TEAM_1 - 1);
ctf_SpawnTeam("Blue", NUM_TEAM_2 - 1);
if(ctf_teams >= 3)
ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
ctf_captureshield_force = autocvar_g_ctf_shield_force;
- addstat(STAT_CTF_FLAGSTATUS, AS_INT, ctf_flagstatus);
-
InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
}