#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;
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() // called after a flag is placed on a map by ctf_FlagSetup()
// 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);
}