Merge branch 'master' into terencehill/bot_ai
authorterencehill <piuntn@gmail.com>
Thu, 14 Jun 2018 12:38:21 +0000 (14:38 +0200)
committerterencehill <piuntn@gmail.com>
Thu, 14 Jun 2018 12:38:21 +0000 (14:38 +0200)
14 files changed:
1  2 
qcsrc/common/gamemodes/gamemode/assault/assault.qc
qcsrc/common/gamemodes/gamemode/ctf/ctf.qc
qcsrc/common/gamemodes/gamemode/domination/domination.qc
qcsrc/common/gamemodes/gamemode/freezetag/freezetag.qc
qcsrc/common/gamemodes/gamemode/keepaway/keepaway.qc
qcsrc/common/gamemodes/gamemode/keyhunt/keyhunt.qc
qcsrc/common/gamemodes/gamemode/onslaught/sv_onslaught.qc
qcsrc/common/items/item/powerup.qh
qcsrc/server/bot/default/aim.qc
qcsrc/server/bot/default/bot.qc
qcsrc/server/bot/default/havocbot/havocbot.qc
qcsrc/server/bot/default/havocbot/roles.qc
qcsrc/server/bot/default/navigation.qc
xonotic-server.cfg

index 0000000,ba3d996..a05ab40
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,628 +1,628 @@@
 -              havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
+ #include "assault.qh"
+ // TODO: split into sv_assault
+ #ifdef SVQC
+ .entity sprite;
+ #define AS_ROUND_DELAY 5
+ IntrusiveList g_assault_destructibles;
+ IntrusiveList g_assault_objectivedecreasers;
+ IntrusiveList g_assault_objectives;
+ STATIC_INIT(g_assault)
+ {
+       g_assault_destructibles = IL_NEW();
+       g_assault_objectivedecreasers = IL_NEW();
+       g_assault_objectives = IL_NEW();
+ }
+ // random functions
+ void assault_objective_use(entity this, entity actor, entity trigger)
+ {
+       // activate objective
+       this.health = 100;
+       //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
+       //print("Activator is ", actor.classname, "\n");
+       IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
+       {
+               target_objective_decrease_activate(it);
+       });
+ }
+ vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
+ {
+       if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE)
+               return '-1 0 0';
+       return current;
+ }
+ // reset this objective. Used when spawning an objective
+ // and when a new round starts
+ void assault_objective_reset(entity this)
+ {
+       this.health = ASSAULT_VALUE_INACTIVE;
+ }
+ // decrease the health of targeted objectives
+ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
+ {
+       if(actor.team != assault_attacker_team)
+       {
+               // wrong team triggered decrease
+               return;
+       }
+       if(trigger.assault_sprite)
+       {
+               WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
+               if(trigger.classname == "func_assault_destructible")
+                       trigger.sprite = NULL; // TODO: just unsetting it?!
+       }
+       else
+               return; // already activated! cannot activate again!
+       if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
+       {
+               if(this.enemy.health - this.dmg > 0.5)
+               {
+                       GameRules_scoring_add_team(actor, SCORE, this.dmg);
+                       this.enemy.health = this.enemy.health - this.dmg;
+               }
+               else
+               {
+                       GameRules_scoring_add_team(actor, SCORE, this.enemy.health);
+                       GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
+                       this.enemy.health = -1;
+                       if(this.enemy.message)
+                               FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
+                       SUB_UseTargets(this.enemy, this, trigger);
+               }
+       }
+ }
+ void assault_setenemytoobjective(entity this)
+ {
+       IL_EACH(g_assault_objectives, it.targetname == this.target,
+       {
+               if(this.enemy == NULL)
+                       this.enemy = it;
+               else
+                       objerror(this, "more than one objective as target - fix the map!");
+               break;
+       });
+       if(this.enemy == NULL)
+               objerror(this, "no objective as target - fix the map!");
+ }
+ bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
+ {
+       if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
+               return false;
+       return true;
+ }
+ void target_objective_decrease_activate(entity this)
+ {
+       entity spr;
+       this.owner = NULL;
+       FOREACH_ENTITY_STRING(target, this.targetname,
+       {
+               if(it.assault_sprite != NULL)
+               {
+                       WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
+                       if(it.classname == "func_assault_destructible")
+                               it.sprite = NULL; // TODO: just unsetting it?!
+               }
+               spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
+               spr.assault_decreaser = this;
+               spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
+               spr.classname = "sprite_waypoint";
+               WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
+               if(it.classname == "func_assault_destructible")
+               {
+                       WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
+                       WaypointSprite_UpdateMaxHealth(spr, it.max_health);
+                       WaypointSprite_UpdateHealth(spr, it.health);
+                       it.sprite = spr;
+               }
+               else
+                       WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
+       });
+ }
+ void target_objective_decrease_findtarget(entity this)
+ {
+       assault_setenemytoobjective(this);
+ }
+ void target_assault_roundend_reset(entity this)
+ {
+       //print("round end reset\n");
+       ++this.cnt; // up round counter
+       this.winning = false; // up round
+ }
+ void target_assault_roundend_use(entity this, entity actor, entity trigger)
+ {
+       this.winning = 1; // round has been won by attackers
+ }
+ void assault_roundstart_use(entity this, entity actor, entity trigger)
+ {
+       SUB_UseTargets(this, this, trigger);
+       //(Re)spawn all turrets
+       IL_EACH(g_turrets, true,
+       {
+               // Swap turret teams
+               if(it.team == NUM_TEAM_1)
+                       it.team = NUM_TEAM_2;
+               else
+                       it.team = NUM_TEAM_1;
+               // Doubles as teamchange
+               turret_respawn(it);
+       });
+ }
+ void assault_roundstart_use_this(entity this)
+ {
+       assault_roundstart_use(this, NULL, NULL);
+ }
+ void assault_wall_think(entity this)
+ {
+       if(this.enemy.health < 0)
+       {
+               this.model = "";
+               this.solid = SOLID_NOT;
+       }
+       else
+       {
+               this.model = this.mdl;
+               this.solid = SOLID_BSP;
+       }
+       this.nextthink = time + 0.2;
+ }
+ // trigger new round
+ // reset objectives, toggle spawnpoints, reset triggers, ...
+ void assault_new_round(entity this)
+ {
+       //bprint("ASSAULT: new round\n");
+       // up round counter
+       this.winning = this.winning + 1;
+       // swap attacker/defender roles
+       if(assault_attacker_team == NUM_TEAM_1)
+               assault_attacker_team = NUM_TEAM_2;
+       else
+               assault_attacker_team = NUM_TEAM_1;
+       IL_EACH(g_saved_team, !IS_CLIENT(it),
+       {
+               if(it.team_saved == NUM_TEAM_1)
+                       it.team_saved = NUM_TEAM_2;
+               else if(it.team_saved == NUM_TEAM_2)
+                       it.team_saved = NUM_TEAM_1;
+       });
+       // reset the level with a countdown
+       cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
+       ReadyRestart_force(); // sets game_starttime
+ }
+ entity as_round;
+ .entity ent_winning;
+ void as_round_think()
+ {
+       game_stopped = false;
+       assault_new_round(as_round.ent_winning);
+       delete(as_round);
+       as_round = NULL;
+ }
+ // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
+ // they win. Otherwise the defending team wins once the timelimit passes.
+ int WinningCondition_Assault()
+ {
+       if(as_round)
+               return WINNING_NO;
+       WinningConditionHelper(NULL); // set worldstatus
+       int status = WINNING_NO;
+       // as the timelimit has not yet passed just assume the defending team will win
+       if(assault_attacker_team == NUM_TEAM_1)
+       {
+               SetWinners(team, NUM_TEAM_2);
+       }
+       else
+       {
+               SetWinners(team, NUM_TEAM_1);
+       }
+       entity ent;
+       ent = find(NULL, classname, "target_assault_roundend");
+       if(ent)
+       {
+               if(ent.winning) // round end has been triggered by attacking team
+               {
+                       bprint("Assault: round completed.\n");
+                       SetWinners(team, assault_attacker_team);
+                       TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
+                       if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
+                       {
+                               status = WINNING_YES;
+                       }
+                       else
+                       {
+                               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
+                               as_round = new(as_round);
+                               as_round.think = as_round_think;
+                               as_round.ent_winning = ent;
+                               as_round.nextthink = time + AS_ROUND_DELAY;
+                               game_stopped = true;
+                               // make sure timelimit isn't hit while the game is blocked
+                               if(autocvar_timelimit > 0)
+                               if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
+                                       cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
+                       }
+               }
+       }
+       return status;
+ }
+ // spawnfuncs
+ spawnfunc(info_player_attacker)
+ {
+       if (!g_assault) { delete(this); return; }
+       this.team = NUM_TEAM_1; // red, gets swapped every round
+       spawnfunc_info_player_deathmatch(this);
+ }
+ spawnfunc(info_player_defender)
+ {
+       if (!g_assault) { delete(this); return; }
+       this.team = NUM_TEAM_2; // blue, gets swapped every round
+       spawnfunc_info_player_deathmatch(this);
+ }
+ spawnfunc(target_objective)
+ {
+       if (!g_assault) { delete(this); return; }
+       this.classname = "target_objective";
+       IL_PUSH(g_assault_objectives, this);
+       this.use = assault_objective_use;
+       this.reset = assault_objective_reset;
+       this.reset(this);
+       this.spawn_evalfunc = target_objective_spawn_evalfunc;
+ }
+ spawnfunc(target_objective_decrease)
+ {
+       if (!g_assault) { delete(this); return; }
+       this.classname = "target_objective_decrease";
+       IL_PUSH(g_assault_objectivedecreasers, this);
+       if(!this.dmg)
+               this.dmg = 101;
+       this.use = assault_objective_decrease_use;
+       this.health = ASSAULT_VALUE_INACTIVE;
+       this.max_health = ASSAULT_VALUE_INACTIVE;
+       this.enemy = NULL;
+       InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
+ }
+ // destructible walls that can be used to trigger target_objective_decrease
+ spawnfunc(func_breakable);
+ spawnfunc(func_assault_destructible)
+ {
+       if (!g_assault) { delete(this); return; }
+       this.spawnflags = 3;
+       this.classname = "func_assault_destructible";
+       IL_PUSH(g_assault_destructibles, this);
+       if(assault_attacker_team == NUM_TEAM_1)
+               this.team = NUM_TEAM_2;
+       else
+               this.team = NUM_TEAM_1;
+       spawnfunc_func_breakable(this);
+ }
+ spawnfunc(func_assault_wall)
+ {
+       if (!g_assault) { delete(this); return; }
+       this.classname = "func_assault_wall";
+       this.mdl = this.model;
+       _setmodel(this, this.mdl);
+       this.solid = SOLID_BSP;
+       setthink(this, assault_wall_think);
+       this.nextthink = time;
+       InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
+ }
+ spawnfunc(target_assault_roundend)
+ {
+       if (!g_assault) { delete(this); return; }
+       this.winning = 0; // round not yet won by attackers
+       this.classname = "target_assault_roundend";
+       this.use = target_assault_roundend_use;
+       this.cnt = 0; // first round
+       this.reset = target_assault_roundend_reset;
+ }
+ spawnfunc(target_assault_roundstart)
+ {
+       if (!g_assault) { delete(this); return; }
+       assault_attacker_team = NUM_TEAM_1;
+       this.classname = "target_assault_roundstart";
+       this.use = assault_roundstart_use;
+       this.reset2 = assault_roundstart_use_this;
+       InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
+ }
+ // legacy bot code
+ void havocbot_goalrating_ast_targets(entity this, float ratingscale)
+ {
+       IL_EACH(g_assault_destructibles, it.bot_attack,
+       {
+               if (it.target == "")
+                       continue;
+               bool found = false;
+               entity destr = it;
+               IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
+               {
+                       if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
+                       {
+                               found = true;
+                               break;
+                       }
+               });
+               if(!found)
+                       continue;
+               vector p = 0.5 * (it.absmin + it.absmax);
+               // Find and rate waypoints around it
+               found = false;
+               entity best = NULL;
+               float bestvalue = 99999999999;
+               entity des = it;
+               for(float radius = 0; radius < 1500 && !found; radius += 500)
+               {
+                       FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
+                       {
+                               if(checkpvs(it.origin, des))
+                               {
+                                       found = true;
+                                       if(it.cnt < bestvalue)
+                                       {
+                                               best = it;
+                                               bestvalue = it.cnt;
+                                       }
+                               }
+                       });
+               }
+               if(best)
+               {
+               ///     dprint("waypoints around target were found\n");
+               //      te_lightning2(NULL, '0 0 0', best.origin);
+               //      te_knightspike(best.origin);
+                       navigation_routerating(this, best, ratingscale, 4000);
+                       best.cnt += 1;
+                       this.havocbot_attack_time = 0;
+                       if(checkpvs(this.origin + this.view_ofs, it))
+                       if(checkpvs(this.origin + this.view_ofs, best))
+                       {
+                       //      dprint("increasing attack time for this target\n");
+                               this.havocbot_attack_time = time + 2;
+                       }
+               }
+       });
+ }
+ void havocbot_role_ast_offense(entity this)
+ {
+       if(IS_DEAD(this))
+       {
+               this.havocbot_attack_time = 0;
+               havocbot_ast_reset_role(this);
+               return;
+       }
+       // Set the role timeout if necessary
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + 120;
+       if (time > this.havocbot_role_timeout)
+       {
+               havocbot_ast_reset_role(this);
+               return;
+       }
+       if(this.havocbot_attack_time>time)
+               return;
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
 -              havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
++              havocbot_goalrating_enemyplayers(this, 10000, this.origin, 650);
+               havocbot_goalrating_ast_targets(this, 20000);
+               havocbot_goalrating_items(this, 15000, this.origin, 10000);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_ast_defense(entity this)
+ {
+       if(IS_DEAD(this))
+       {
+               this.havocbot_attack_time = 0;
+               havocbot_ast_reset_role(this);
+               return;
+       }
+       // Set the role timeout if necessary
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + 120;
+       if (time > this.havocbot_role_timeout)
+       {
+               havocbot_ast_reset_role(this);
+               return;
+       }
+       if(this.havocbot_attack_time>time)
+               return;
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
++              havocbot_goalrating_enemyplayers(this, 10000, this.origin, 3000);
+               havocbot_goalrating_ast_targets(this, 20000);
+               havocbot_goalrating_items(this, 15000, this.origin, 10000);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_ast_setrole(entity this, float role)
+ {
+       switch(role)
+       {
+               case HAVOCBOT_AST_ROLE_DEFENSE:
+                       this.havocbot_role = havocbot_role_ast_defense;
+                       this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
+                       this.havocbot_role_timeout = 0;
+                       break;
+               case HAVOCBOT_AST_ROLE_OFFENSE:
+                       this.havocbot_role = havocbot_role_ast_offense;
+                       this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
+                       this.havocbot_role_timeout = 0;
+                       break;
+       }
+ }
+ void havocbot_ast_reset_role(entity this)
+ {
+       if(IS_DEAD(this))
+               return;
+       if(this.team == assault_attacker_team)
+               havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
+       else
+               havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
+ }
+ // mutator hooks
+ MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
+ {
+       entity player = M_ARGV(0, entity);
+       if(player.team == assault_attacker_team)
+               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
+       else
+               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
+ }
+ MUTATOR_HOOKFUNCTION(as, TurretSpawn)
+ {
+       entity turret = M_ARGV(0, entity);
+       if(!turret.team || turret.team == FLOAT_MAX)
+               turret.team = 5; // this gets reversed when match starts?
+ }
+ MUTATOR_HOOKFUNCTION(as, VehicleInit)
+ {
+       entity veh = M_ARGV(0, entity);
+       veh.nextthink = time + 0.5;
+ }
+ MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
+ {
+       entity bot = M_ARGV(0, entity);
+       havocbot_ast_reset_role(bot);
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(as, PlayHitsound)
+ {
+       entity frag_victim = M_ARGV(0, entity);
+       return (frag_victim.classname == "func_assault_destructible");
+ }
+ MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
+ {
+       // assault always has 2 teams
+       c1 = c2 = 0;
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(as, CheckRules_World)
+ {
+       M_ARGV(0, float) = WinningCondition_Assault();
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
+ {
+       // incompatible
+       warmup_stage = 0;
+       sv_ready_restart_after_countdown = 0;
+ }
+ MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
+ {
+     entity ent = M_ARGV(0, entity);
+       switch(ent.classname)
+       {
+               case "info_player_team1":
+               case "info_player_team2":
+               case "info_player_team3":
+               case "info_player_team4":
+                       return true;
+       }
+ }
+ MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
+ {
+       // readyrestart not supported (yet)
+       return true;
+ }
+ #endif
index 0000000,c7ade84..92f6408
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,2779 +1,2815 @@@
 -
+ #include "ctf.qh"
+ // TODO: split into sv_ctf
+ #ifdef SVQC
+ #include <common/effects/all.qh>
+ #include <common/vehicles/all.qh>
+ #include <server/teamplay.qh>
+ #include <lib/warpzone/common.qh>
+ bool autocvar_g_ctf_allow_vehicle_carry;
+ bool autocvar_g_ctf_allow_vehicle_touch;
+ bool autocvar_g_ctf_allow_monster_touch;
+ bool autocvar_g_ctf_throw;
+ float autocvar_g_ctf_throw_angle_max;
+ float autocvar_g_ctf_throw_angle_min;
+ int autocvar_g_ctf_throw_punish_count;
+ float autocvar_g_ctf_throw_punish_delay;
+ float autocvar_g_ctf_throw_punish_time;
+ float autocvar_g_ctf_throw_strengthmultiplier;
+ float autocvar_g_ctf_throw_velocity_forward;
+ float autocvar_g_ctf_throw_velocity_up;
+ float autocvar_g_ctf_drop_velocity_up;
+ float autocvar_g_ctf_drop_velocity_side;
+ bool autocvar_g_ctf_oneflag_reverse;
+ bool autocvar_g_ctf_portalteleport;
+ bool autocvar_g_ctf_pass;
+ float autocvar_g_ctf_pass_arc;
+ float autocvar_g_ctf_pass_arc_max;
+ float autocvar_g_ctf_pass_directional_max;
+ float autocvar_g_ctf_pass_directional_min;
+ float autocvar_g_ctf_pass_radius;
+ float autocvar_g_ctf_pass_wait;
+ bool autocvar_g_ctf_pass_request;
+ float autocvar_g_ctf_pass_turnrate;
+ float autocvar_g_ctf_pass_timelimit;
+ float autocvar_g_ctf_pass_velocity;
+ bool autocvar_g_ctf_dynamiclights;
+ float autocvar_g_ctf_flag_collect_delay;
+ float autocvar_g_ctf_flag_damageforcescale;
+ bool autocvar_g_ctf_flag_dropped_waypoint;
+ bool autocvar_g_ctf_flag_dropped_floatinwater;
+ 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;
+ float autocvar_g_ctf_flag_return_damage;
+ float autocvar_g_ctf_flag_return_damage_delay;
+ float autocvar_g_ctf_flag_return_dropped;
+ float autocvar_g_ctf_flagcarrier_auto_helpme_damage;
+ float autocvar_g_ctf_flagcarrier_auto_helpme_time;
+ float autocvar_g_ctf_flagcarrier_selfdamagefactor;
+ float autocvar_g_ctf_flagcarrier_selfforcefactor;
+ float autocvar_g_ctf_flagcarrier_damagefactor;
+ float autocvar_g_ctf_flagcarrier_forcefactor;
+ //float autocvar_g_ctf_flagcarrier_waypointforenemy_spotting;
+ bool autocvar_g_ctf_fullbrightflags;
+ bool autocvar_g_ctf_ignore_frags;
+ bool autocvar_g_ctf_score_ignore_fields;
+ int autocvar_g_ctf_score_capture;
+ int autocvar_g_ctf_score_capture_assist;
+ int autocvar_g_ctf_score_kill;
+ int autocvar_g_ctf_score_penalty_drop;
+ int autocvar_g_ctf_score_penalty_returned;
+ int autocvar_g_ctf_score_pickup_base;
+ int autocvar_g_ctf_score_pickup_dropped_early;
+ int autocvar_g_ctf_score_pickup_dropped_late;
+ int autocvar_g_ctf_score_return;
+ float autocvar_g_ctf_shield_force;
+ float autocvar_g_ctf_shield_max_ratio;
+ int autocvar_g_ctf_shield_min_negscore;
+ bool autocvar_g_ctf_stalemate;
+ int autocvar_g_ctf_stalemate_endcondition;
+ float autocvar_g_ctf_stalemate_time;
+ bool autocvar_g_ctf_reverse;
+ float autocvar_g_ctf_dropped_capture_delay;
+ float autocvar_g_ctf_dropped_capture_radius;
+ 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, int flagteam, entity actor) // use an alias for easy changing and quick editing later
+ {
+       if(autocvar_sv_eventlog)
+               GameLogEcho(sprintf(":ctf:%s:%d:%d:%s", mode, flagteam, actor.team, ((actor != NULL) ? ftos(actor.playerid) : "")));
+               //GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
+ }
+ void ctf_CaptureRecord(entity flag, entity player)
+ {
+       float cap_record = ctf_captimerecord;
+       float cap_time = (time - flag.ctf_pickuptime);
+       string refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
+       // notify about shit
+       if(ctf_oneflag)
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CTF_CAPTURE_NEUTRAL, player.netname);
+       else if(!ctf_captimerecord)
+               Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_TIME), player.netname, TIME_ENCODE(cap_time));
+       else if(cap_time < cap_record)
+               Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_BROKEN), player.netname, refername, TIME_ENCODE(cap_time), TIME_ENCODE(cap_record));
+       else
+               Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_UNBROKEN), player.netname, refername, TIME_ENCODE(cap_time), TIME_ENCODE(cap_record));
+       // write that shit in the database
+       if(!ctf_oneflag) // but not in 1-flag mode
+       if((!ctf_captimerecord) || (cap_time < cap_record))
+       {
+               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, flag.ctf_pickuptime, cap_time);
+       }
+       if(autocvar_g_ctf_leaderboard && !ctf_oneflag)
+               race_setTime(GetMapname(), TIME_ENCODE(cap_time), player.crypto_idfp, player.netname, player, false);
+ }
+ bool ctf_Immediate_Return_Allowed(entity flag, entity toucher)
+ {
+       int num_perteam = 0;
+       FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(toucher, it), { ++num_perteam; });
+       // automatically return if there's only 1 player on the team
+       return ((autocvar_g_ctf_flag_return || num_perteam <= 1 || (autocvar_g_ctf_flag_return_carrying && toucher.flagcarried))
+               && flag.team);
+ }
+ bool ctf_Return_Customize(entity this, entity client)
+ {
+       // only to the carrier
+       return boolean(client == this.owner);
+ }
+ void ctf_FlagcarrierWaypoints(entity player)
+ {
+       WaypointSprite_Spawn(WP_FlagCarrier, 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_flagcarrier, true, RADARICON_FLAG);
+       WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id) * 2);
+       WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
+       WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
+       if(player.flagcarried && CTF_SAMETEAM(player, player.flagcarried))
+       {
+               if(!player.wps_enemyflagcarrier)
+               {
+                       entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, 0, player, wps_enemyflagcarrier, true, RADARICON_FLAG);
+                       wp.colormod = WPCOLOR_ENEMYFC(player.team);
+                       setcefc(wp, ctf_Stalemate_Customize);
+                       if(IS_REAL_CLIENT(player) && !ctf_stalemate)
+                               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_VISIBLE);
+               }
+               if(!player.wps_flagreturn)
+               {
+                       entity owp = WaypointSprite_SpawnFixed(WP_FlagReturn, player.flagcarried.ctf_spawnorigin + FLAG_WAYPOINT_OFFSET, player, wps_flagreturn, RADARICON_FLAG);
+                       owp.colormod = '0 0.8 0.8';
+                       //WaypointSprite_UpdateTeamRadar(player.wps_flagreturn, RADARICON_FLAG, ((player.team) ? colormapPaletteColor(player.team - 1, false) : '1 1 1'));
+                       setcefc(owp, ctf_Return_Customize);
+               }
+       }
+ }
+ void ctf_CalculatePassVelocity(entity flag, vector to, vector from, float turnrate)
+ {
+       float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
+       float initial_height = min(autocvar_g_ctf_pass_arc_max, (flag.pass_distance * tanh(autocvar_g_ctf_pass_arc)));
+       float current_height = (initial_height * min(1, (current_distance / flag.pass_distance)));
+       //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
+       vector targpos;
+       if(current_height) // make sure we can actually do this arcing path
+       {
+               targpos = (to + ('0 0 1' * current_height));
+               WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
+               if(trace_fraction < 1)
+               {
+                       //print("normal arc line failed, trying to find new pos...");
+                       WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, flag);
+                       targpos = (trace_endpos + FLAG_PASS_ARC_OFFSET);
+                       WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
+                       if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
+                       /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
+               }
+       }
+       else { targpos = to; }
+       //flag.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
+       vector desired_direction = normalize(targpos - from);
+       if(turnrate) { flag.velocity = (normalize(normalize(flag.velocity) + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity); }
+       else { flag.velocity = (desired_direction * autocvar_g_ctf_pass_velocity); }
+ }
+ bool ctf_CheckPassDirection(vector head_center, vector passer_center, vector passer_angle, vector nearest_to_passer)
+ {
+       if(autocvar_g_ctf_pass_directional_max || autocvar_g_ctf_pass_directional_min)
+       {
+               // directional tracing only
+               float spreadlimit;
+               makevectors(passer_angle);
+               // find the closest point on the enemy to the center of the attack
+               float h; // hypotenuse, which is the distance between attacker to head
+               float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
+               h = vlen(head_center - passer_center);
+               a = h * (normalize(head_center - passer_center) * v_forward);
+               vector nearest_on_line = (passer_center + a * v_forward);
+               float distance_from_line = vlen(nearest_to_passer - nearest_on_line);
+               spreadlimit = (autocvar_g_ctf_pass_radius ? min(1, (vlen(passer_center - nearest_on_line) / autocvar_g_ctf_pass_radius)) : 1);
+               spreadlimit = (autocvar_g_ctf_pass_directional_min * (1 - spreadlimit) + autocvar_g_ctf_pass_directional_max * spreadlimit);
+               if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(head_center - passer_center) - v_forward) * RAD2DEG) <= 90))
+                       { return true; }
+               else
+                       { return false; }
+       }
+       else { return true; }
+ }
+ // =======================
+ // CaptureShield Functions
+ // =======================
+ bool ctf_CaptureShield_CheckStatus(entity p)
+ {
+       int s, s2, s3, s4, se, se2, se3, se4, sr, ser;
+       int players_worseeq, players_total;
+       if(ctf_captureshield_max_ratio <= 0)
+               return false;
+       s  = GameRules_scoring_add(p, CTF_CAPS, 0);
+       s2 = GameRules_scoring_add(p, CTF_PICKUPS, 0);
+       s3 = GameRules_scoring_add(p, CTF_RETURNS, 0);
+       s4 = GameRules_scoring_add(p, CTF_FCKILLS, 0);
+       sr = ((s - s2) + (s3 + s4));
+       if(sr >= -ctf_captureshield_min_negscore)
+               return false;
+       players_total = players_worseeq = 0;
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               if(DIFF_TEAM(it, p))
+                       continue;
+               se  = GameRules_scoring_add(it, CTF_CAPS, 0);
+               se2 = GameRules_scoring_add(it, CTF_PICKUPS, 0);
+               se3 = GameRules_scoring_add(it, CTF_RETURNS, 0);
+               se4 = GameRules_scoring_add(it, CTF_FCKILLS, 0);
+               ser = ((se - se2) + (se3 + se4));
+               if(ser <= sr)
+                       ++players_worseeq;
+               ++players_total;
+       });
+       // 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, bool wanted_status)
+ {
+       bool updated_status = ctf_CaptureShield_CheckStatus(player);
+       if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
+       {
+               Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((updated_status) ? CENTER_CTF_CAPTURESHIELD_SHIELDED : CENTER_CTF_CAPTURESHIELD_FREE));
+               player.ctf_captureshielded = updated_status;
+       }
+ }
+ bool ctf_CaptureShield_Customize(entity this, entity client)
+ {
+       if(!client.ctf_captureshielded) { return false; }
+       if(CTF_SAMETEAM(this, client)) { return false; }
+       return true;
+ }
+ void ctf_CaptureShield_Touch(entity this, entity toucher)
+ {
+       if(!toucher.ctf_captureshielded) { return; }
+       if(CTF_SAMETEAM(this, toucher)) { return; }
+       vector mymid = (this.absmin + this.absmax) * 0.5;
+       vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
+       Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ctf_captureshield_force);
+       if(IS_REAL_CLIENT(toucher)) { Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_CTF_CAPTURESHIELD_SHIELDED); }
+ }
+ void ctf_CaptureShield_Spawn(entity flag)
+ {
+       entity shield = new(ctf_captureshield);
+       shield.enemy = flag;
+       shield.team = flag.team;
+       settouch(shield, ctf_CaptureShield_Touch);
+       setcefc(shield, ctf_CaptureShield_Customize);
+       shield.effects = EF_ADDITIVE;
+       set_movetype(shield, MOVETYPE_NOCLIP);
+       shield.solid = SOLID_TRIGGER;
+       shield.avelocity = '7 0 11';
+       shield.scale = 0.5;
+       setorigin(shield, flag.origin);
+       setmodel(shield, MDL_CTF_SHIELD);
+       setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
+ }
+ // ====================
+ // Drop/Pass/Throw Code
+ // ====================
+ void ctf_Handle_Drop(entity flag, entity player, int droptype)
+ {
+       // declarations
+       player = (player ? player : flag.pass_sender);
+       // main
+       set_movetype(flag, MOVETYPE_TOSS);
+       flag.takedamage = DAMAGE_YES;
+       flag.angles = '0 0 0';
+       flag.health = flag.max_flag_health;
+       flag.ctf_droptime = time;
+       flag.ctf_dropper = player;
+       flag.ctf_status = FLAG_DROPPED;
+       // messages and sounds
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_LOST), player.netname);
+       _sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTEN_NONE);
+       ctf_EventLog("dropped", player.team, player);
+       // scoring
+       GameRules_scoring_add_team(player, SCORE, -((flag.score_drop) ? flag.score_drop : autocvar_g_ctf_score_penalty_drop));
+       GameRules_scoring_add(player, CTF_DROPS, 1);
+       // waypoints
+       if(autocvar_g_ctf_flag_dropped_waypoint) {
+               entity wp = WaypointSprite_Spawn(WP_FlagDropped, 0, 0, flag, FLAG_WAYPOINT_OFFSET, NULL, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, true, RADARICON_FLAG);
+               wp.colormod = 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_distance = 0;
+               flag.pass_sender = NULL;
+               flag.pass_target = NULL;
+       }
+ }
+ void ctf_Handle_Retrieve(entity flag, entity player)
+ {
+       entity sender = flag.pass_sender;
+       // transfer flag to player
+       flag.owner = player;
+       flag.owner.flagcarried = flag;
+       GameRules_scoring_vip(player, true);
+       // reset flag
+       if(player.vehicle)
+       {
+               setattachment(flag, player.vehicle, "");
+               setorigin(flag, VEHICLE_FLAG_OFFSET);
+               flag.scale = VEHICLE_FLAG_SCALE;
+       }
+       else
+       {
+               setattachment(flag, player, "");
+               setorigin(flag, FLAG_CARRY_OFFSET);
+       }
+       set_movetype(flag, MOVETYPE_NONE);
+       flag.takedamage = DAMAGE_NO;
+       flag.solid = SOLID_NOT;
+       flag.angles = '0 0 0';
+       flag.ctf_status = FLAG_CARRY;
+       // messages and sounds
+       _sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTEN_NORM);
+       ctf_EventLog("receive", flag.team, player);
+       FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
+               if(it == sender)
+                       Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_SENT), player.netname);
+               else if(it == player)
+                       Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_RECEIVED), sender.netname);
+               else if(SAME_TEAM(it, sender))
+                       Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_OTHER), sender.netname, player.netname);
+       });
+       // create new waypoint
+       ctf_FlagcarrierWaypoints(player);
+       sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
+       player.throw_antispam = sender.throw_antispam;
+       flag.pass_distance = 0;
+       flag.pass_sender = NULL;
+       flag.pass_target = NULL;
+ }
+ void ctf_Handle_Throw(entity player, entity receiver, int droptype)
+ {
+       entity flag = player.flagcarried;
+       vector targ_origin, flag_velocity;
+       if(!flag) { return; }
+       if((droptype == DROP_PASS) && !receiver) { return; }
+       if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
+       // reset the flag
+       setattachment(flag, NULL, "");
+       setorigin(flag, player.origin + FLAG_DROP_OFFSET);
+       flag.owner.flagcarried = NULL;
+       GameRules_scoring_vip(flag.owner, false);
+       flag.owner = NULL;
+       flag.solid = SOLID_TRIGGER;
+       flag.ctf_dropper = player;
+       flag.ctf_droptime = time;
+       navigation_dynamicgoal_set(flag);
+       flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
+       switch(droptype)
+       {
+               case DROP_PASS:
+               {
+                       // warpzone support:
+                       // for the examples, we assume player -> wz1 -> ... -> wzn -> receiver
+                       // findradius has already put wzn ... wz1 into receiver's warpzone parameters!
+                       WarpZone_RefSys_Copy(flag, receiver);
+                       WarpZone_RefSys_AddInverse(flag, receiver); // wz1^-1 ... wzn^-1 receiver
+                       targ_origin = WarpZone_RefSys_TransformOrigin(receiver, flag, (0.5 * (receiver.absmin + receiver.absmax))); // this is target origin as seen by the flag
+                       flag.pass_distance = vlen((('1 0 0' * targ_origin.x) + ('0 1 0' * targ_origin.y)) - (('1 0 0' *  player.origin.x) + ('0 1 0' *  player.origin.y))); // for the sake of this check, exclude Z axis
+                       ctf_CalculatePassVelocity(flag, targ_origin, player.origin, false);
+                       // main
+                       set_movetype(flag, MOVETYPE_FLY);
+                       flag.takedamage = DAMAGE_NO;
+                       flag.pass_sender = player;
+                       flag.pass_target = receiver;
+                       flag.ctf_status = FLAG_PASSING;
+                       // other
+                       _sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
+                       WarpZone_TrailParticles(NULL, _particleeffectnum(flag.passeffect), player.origin, targ_origin);
+                       ctf_EventLog("pass", flag.team, player);
+                       break;
+               }
+               case DROP_THROW:
+               {
+                       makevectors((player.v_angle.y * '0 1 0') + (bound(autocvar_g_ctf_throw_angle_min, player.v_angle.x, autocvar_g_ctf_throw_angle_max) * '1 0 0'));
+                       flag_velocity = (('0 0 1' * autocvar_g_ctf_throw_velocity_up) + ((v_forward * autocvar_g_ctf_throw_velocity_forward) * ((player.items & ITEM_Strength.m_itemid) ? autocvar_g_ctf_throw_strengthmultiplier : 1)));
+                       flag.velocity = W_CalculateProjectileVelocity(player, player.velocity, flag_velocity, false);
+                       ctf_Handle_Drop(flag, player, droptype);
+                       break;
+               }
+               case DROP_RESET:
+               {
+                       flag.velocity = '0 0 0'; // do nothing
+                       break;
+               }
+               default:
+               case DROP_NORMAL:
+               {
+                       flag.velocity = W_CalculateProjectileVelocity(player, player.velocity, (('0 0 1' * autocvar_g_ctf_drop_velocity_up) + ((('0 1 0' * crandom()) + ('1 0 0' * crandom())) * autocvar_g_ctf_drop_velocity_side)), false);
+                       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);
+       if(player.wps_flagreturn)
+               WaypointSprite_Kill(player.wps_flagreturn);
+       // captureshield
+       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
+ // ==============
+ void nades_GiveBonus(entity player, float score);
+ void ctf_Handle_Capture(entity flag, entity toucher, int capturetype)
+ {
+       entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
+       entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
+       entity player_team_flag = NULL, tmp_entity;
+       float old_time, new_time;
+       if(!player) { return; } // without someone to give the reward to, we can't possibly cap
+       if(CTF_DIFFTEAM(player, flag)) { return; }
+       if((flag.cnt || enemy_flag.cnt) && flag.cnt != enemy_flag.cnt) { return; } // this should catch some edge cases (capturing grouped flag at ungrouped flag disallowed etc)
+       if (toucher.goalentity == flag.bot_basewaypoint)
+               toucher.goalentity_lock_timeout = 0;
+       if(ctf_oneflag)
+       for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
+       if(SAME_TEAM(tmp_entity, player))
+       {
+               player_team_flag = tmp_entity;
+               break;
+       }
+       nades_GiveBonus(player, autocvar_g_nades_bonus_score_high );
+       player.throw_prevtime = time;
+       player.throw_count = 0;
+       // messages and sounds
+       Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_NUM(enemy_flag.team, CENTER_CTF_CAPTURE));
+       ctf_CaptureRecord(enemy_flag, player);
+       _sound(player, CH_TRIGGER, ((ctf_oneflag) ? player_team_flag.snd_flag_capture : ((DIFF_TEAM(player, flag)) ? enemy_flag.snd_flag_capture : flag.snd_flag_capture)), VOL_BASE, ATTEN_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
+       float pscore = 0;
+       if(enemy_flag.score_capture || flag.score_capture)
+               pscore = floor((max(1, enemy_flag.score_capture) + max(1, flag.score_capture)) * 0.5);
+       GameRules_scoring_add_team(player, SCORE, ((pscore) ? pscore : autocvar_g_ctf_score_capture));
+       float capscore = 0;
+       if(enemy_flag.score_team_capture || flag.score_team_capture)
+               capscore = floor((max(1, enemy_flag.score_team_capture) + max(1, flag.score_team_capture)) * 0.5);
+       GameRules_scoring_add_team(player, CTF_CAPS, ((capscore) ? capscore : 1));
+       old_time = GameRules_scoring_add(player, CTF_CAPTIME, 0);
+       new_time = TIME_ENCODE(time - enemy_flag.ctf_pickuptime);
+       if(!old_time || new_time < old_time)
+               GameRules_scoring_add(player, CTF_CAPTIME, new_time - old_time);
+       // effects
+       Send_Effect_(flag.capeffect, 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) && (player != enemy_flag.ctf_dropper))
+                       { GameRules_scoring_add_team(enemy_flag.ctf_dropper, SCORE, ((enemy_flag.score_assist) ? enemy_flag.score_assist : autocvar_g_ctf_score_capture_assist)); }
+       }
+       flag.enemy = toucher;
+       // 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
+       if(IS_MONSTER(player))
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(flag.team, INFO_CTF_RETURN_MONSTER), player.monster_name);
+       }
+       else if(flag.team)
+       {
+               Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_NUM(flag.team, CENTER_CTF_RETURN));
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(flag.team, INFO_CTF_RETURN), player.netname);
+       }
+       _sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTEN_NONE);
+       ctf_EventLog("return", flag.team, player);
+       // scoring
+       if(IS_PLAYER(player))
+       {
+               GameRules_scoring_add_team(player, SCORE, ((flag.score_return) ? flag.score_return : autocvar_g_ctf_score_return)); // reward for return
+               GameRules_scoring_add(player, CTF_RETURNS, 1); // add to count of returns
+               nades_GiveBonus(player,autocvar_g_nades_bonus_score_medium);
+       }
+       TeamScore_AddToTeam(flag.team, ST_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the team who was last carrying it
+       if(flag.ctf_dropper)
+       {
+               GameRules_scoring_add(flag.ctf_dropper, 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
+       }
+       // other
+       if(player.flagcarried == flag)
+               WaypointSprite_Kill(player.wps_flagcarrier);
+       flag.enemy = player;
+       // reset the flag
+       ctf_RespawnFlag(flag);
+ }
+ void ctf_Handle_Pickup(entity flag, entity player, int pickuptype)
+ {
+       // declarations
+       float pickup_dropped_score; // used to calculate dropped pickup score
+       // attach the flag to the player
+       flag.owner = player;
+       player.flagcarried = flag;
+       GameRules_scoring_vip(player, true);
+       if(player.vehicle)
+       {
+               setattachment(flag, player.vehicle, "");
+               setorigin(flag, VEHICLE_FLAG_OFFSET);
+               flag.scale = VEHICLE_FLAG_SCALE;
+       }
+       else
+       {
+               setattachment(flag, player, "");
+               setorigin(flag, FLAG_CARRY_OFFSET);
+       }
+       // flag setup
+       set_movetype(flag, MOVETYPE_NONE);
+       flag.takedamage = DAMAGE_NO;
+       flag.solid = SOLID_NOT;
+       flag.angles = '0 0 0';
+       flag.ctf_status = FLAG_CARRY;
+       switch(pickuptype)
+       {
+               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;
+       }
+       // messages and sounds
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_PICKUP), player.netname);
+       if(ctf_stalemate)
+               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_STALEMATE_CARRIER);
+       if(!flag.team)
+               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_NEUTRAL);
+       else if(CTF_DIFFTEAM(player, flag))
+               Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_NUM(flag.team, CENTER_CTF_PICKUP));
+       else
+               Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((SAME_TEAM(player, flag)) ? CENTER_CTF_PICKUP_RETURN : CENTER_CTF_PICKUP_RETURN_ENEMY), Team_ColorCode(flag.team));
+       Send_Notification(NOTIF_TEAM_EXCEPT, player, MSG_CHOICE, APP_NUM(flag.team, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
+       if(!flag.team)
+               FOREACH_CLIENT(IS_PLAYER(it) && it != player && DIFF_TEAM(it, player), { Send_Notification(NOTIF_ONE, it, MSG_CHOICE, CHOICE_CTF_PICKUP_ENEMY_NEUTRAL, Team_ColorCode(player.team), player.netname); });
+       if(flag.team)
+               FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
+                       if(CTF_SAMETEAM(flag, it))
+                       if(SAME_TEAM(player, it))
+                               Send_Notification(NOTIF_ONE, it, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
+                       else
+                               Send_Notification(NOTIF_ONE, it, MSG_CHOICE, ((SAME_TEAM(flag, player)) ? CHOICE_CTF_PICKUP_ENEMY_TEAM : CHOICE_CTF_PICKUP_ENEMY), Team_ColorCode(player.team), player.netname);
+               });
+       _sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
+       // scoring
+       GameRules_scoring_add(player, CTF_PICKUPS, 1);
+       nades_GiveBonus(player, autocvar_g_nades_bonus_score_minor);
+       switch(pickuptype)
+       {
+               case PICKUP_BASE:
+               {
+                       GameRules_scoring_add_team(player, SCORE, ((flag.score_pickup) ? flag.score_pickup : autocvar_g_ctf_score_pickup_base));
+                       ctf_EventLog("steal", flag.team, player);
+                       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);
+                       LOG_TRACE("pickup_dropped_score is ", ftos(pickup_dropped_score));
+                       GameRules_scoring_add_team(player, SCORE, pickup_dropped_score);
+                       ctf_EventLog("pickup", flag.team, player);
+                       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
+       Send_Effect_(flag.toucheffect, player.origin, '0 0 0', 1);
+       // waypoints
+       if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
+       ctf_FlagcarrierWaypoints(player);
+       WaypointSprite_Ping(player.wps_flagcarrier);
+ }
+ // ===================
+ // Main Flag Functions
+ // ===================
+ void ctf_CheckFlagReturn(entity flag, int returntype)
+ {
+       if((flag.ctf_status == FLAG_DROPPED) || (flag.ctf_status == FLAG_PASSING))
+       {
+               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))
+               {
+                       switch(returntype)
+                       {
+                               case RETURN_DROPPED:
+                                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_DROPPED)); break;
+                               case RETURN_DAMAGE:
+                                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_DAMAGED)); break;
+                               case RETURN_SPEEDRUN:
+                                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_SPEEDRUN), TIME_ENCODE(ctf_captimerecord)); break;
+                               case RETURN_NEEDKILL:
+                                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_NEEDKILL)); break;
+                               default:
+                               case RETURN_TIMEOUT:
+                                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_TIMEOUT)); break;
+                       }
+                       _sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTEN_NONE);
+                       ctf_EventLog("returned", flag.team, NULL);
+                       flag.enemy = NULL;
+                       ctf_RespawnFlag(flag);
+               }
+       }
+ }
+ bool ctf_Stalemate_Customize(entity this, entity client)
+ {
+       // make spectators see what the player would see
+       entity e = WaypointSprite_getviewentity(client);
+       entity wp_owner = this.owner;
+       // team waypoints
+       //if(CTF_SAMETEAM(wp_owner.flagcarried, wp_owner)) { return false; }
+       if(SAME_TEAM(wp_owner, e)) { return false; }
+       if(!IS_PLAYER(e)) { return false; }
+       return true;
+ }
+ 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;
+       entity tmp_entity;
+       entity ctf_staleflaglist = NULL; // 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_stalemate)
+               if(tmp_entity.ctf_status != FLAG_BASE)
+               if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_stalemate_time || !tmp_entity.team) // instant stalemate in oneflag
+               {
+                       tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
+                       ctf_staleflaglist = tmp_entity;
+                       switch(tmp_entity.team)
+                       {
+                               case NUM_TEAM_1: ++stale_red_flags; break;
+                               case NUM_TEAM_2: ++stale_blue_flags; break;
+                               case NUM_TEAM_3: ++stale_yellow_flags; break;
+                               case NUM_TEAM_4: ++stale_pink_flags; break;
+                               default: ++stale_neutral_flags; break;
+                       }
+               }
+       }
+       if(ctf_oneflag)
+               stale_flags = (stale_neutral_flags >= 1);
+       else
+               stale_flags = (stale_red_flags >= 1) + (stale_blue_flags >= 1) + (stale_yellow_flags >= 1) + (stale_pink_flags >= 1);
+       if(ctf_oneflag && stale_flags == 1)
+               ctf_stalemate = true;
+       else if(stale_flags >= 2)
+               ctf_stalemate = true;
+       else if(stale_flags == 0 && autocvar_g_ctf_stalemate_endcondition == 2)
+               { ctf_stalemate = false; wpforenemy_announced = false; }
+       else if(stale_flags < 2 && autocvar_g_ctf_stalemate_endcondition == 1)
+               { ctf_stalemate = false; wpforenemy_announced = 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))
+                       {
+                               entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, NULL, 0, tmp_entity.owner, wps_enemyflagcarrier, true, RADARICON_FLAG);
+                               wp.colormod = WPCOLOR_ENEMYFC(tmp_entity.owner.team);
+                               setcefc(tmp_entity.owner.wps_enemyflagcarrier, ctf_Stalemate_Customize);
+                       }
+               }
+               if (!wpforenemy_announced)
+               {
+                       FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { Send_Notification(NOTIF_ONE, it, MSG_CENTER, ((it.flagcarried) ? CENTER_CTF_STALEMATE_CARRIER : CENTER_CTF_STALEMATE_OTHER)); });
+                       wpforenemy_announced = true;
+               }
+       }
+ }
+ void ctf_FlagDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+ {
+       if(ITEM_DAMAGE_NEEDKILL(deathtype))
+       {
+               if(autocvar_g_ctf_flag_return_damage_delay)
+                       this.ctf_flagdamaged_byworld = true;
+               else
+               {
+                       this.health = 0;
+                       ctf_CheckFlagReturn(this, RETURN_NEEDKILL);
+               }
+               return;
+       }
+       if(autocvar_g_ctf_flag_return_damage)
+       {
+               // reduce health and check if it should be returned
+               this.health = this.health - damage;
+               ctf_CheckFlagReturn(this, RETURN_DAMAGE);
+               return;
+       }
+ }
+ void ctf_FlagThink(entity this)
+ {
+       // declarations
+       entity tmp_entity;
+       this.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
+       // captureshield
+       if(this == ctf_worldflaglist) // only for the first flag
+               FOREACH_CLIENT(true, { ctf_CaptureShield_Update(it, 1); }); // release shield only
+       // sanity checks
+       if(this.mins != this.m_mins || this.maxs != this.m_maxs) { // reset the flag boundaries in case it got squished
+               LOG_TRACE("wtf the flag got squashed?");
+               tracebox(this.origin, this.m_mins, this.m_maxs, this.origin, MOVE_NOMONSTERS, this);
+               if(!trace_startsolid || this.noalign) // can we resize it without getting stuck?
+                       setsize(this, this.m_mins, this.m_maxs);
+       }
+       // main think method
+       switch(this.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(vdist(this.origin - tmp_entity.origin, <, autocvar_g_ctf_dropped_capture_radius))
+                                       if(time > tmp_entity.ctf_droptime + autocvar_g_ctf_dropped_capture_delay)
+                                               ctf_Handle_Capture(this, tmp_entity, CAPTURE_DROPPED);
+                       }
+                       return;
+               }
+               case FLAG_DROPPED:
+               {
+                       this.angles = '0 0 0'; // reset flag angles in case warpzones adjust it
+                       if(autocvar_g_ctf_flag_dropped_floatinwater)
+                       {
+                               vector midpoint = ((this.absmin + this.absmax) * 0.5);
+                               if(pointcontents(midpoint) == CONTENT_WATER)
+                               {
+                                       this.velocity = this.velocity * 0.5;
+                                       if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
+                                               { this.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
+                                       else
+                                               { set_movetype(this, MOVETYPE_FLY); }
+                               }
+                               else if(this.move_movetype == MOVETYPE_FLY) { set_movetype(this, MOVETYPE_TOSS); }
+                       }
+                       if(autocvar_g_ctf_flag_return_dropped)
+                       {
+                               if((vdist(this.origin - this.ctf_spawnorigin, <=, autocvar_g_ctf_flag_return_dropped)) || (autocvar_g_ctf_flag_return_dropped == -1))
+                               {
+                                       this.health = 0;
+                                       ctf_CheckFlagReturn(this, RETURN_DROPPED);
+                                       return;
+                               }
+                       }
+                       if(this.ctf_flagdamaged_byworld)
+                       {
+                               this.health -= ((this.max_flag_health / autocvar_g_ctf_flag_return_damage_delay) * FLAG_THINKRATE);
+                               ctf_CheckFlagReturn(this, RETURN_NEEDKILL);
+                               return;
+                       }
+                       else if(autocvar_g_ctf_flag_return_time)
+                       {
+                               this.health -= ((this.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
+                               ctf_CheckFlagReturn(this, RETURN_TIMEOUT);
+                               return;
+                       }
+                       return;
+               }
+               case FLAG_CARRY:
+               {
+                       if(this.speedrunning && ctf_captimerecord && (time >= this.ctf_pickuptime + ctf_captimerecord))
+                       {
+                               this.health = 0;
+                               ctf_CheckFlagReturn(this, RETURN_SPEEDRUN);
+                               CS(this.owner).impulse = CHIMPULSE_SPEEDRUN.impulse; // move the player back to the waypoint they set
+                               ImpulseCommands(this.owner);
+                       }
+                       if(autocvar_g_ctf_stalemate)
+                       {
+                               if(time >= wpforenemy_nextthink)
+                               {
+                                       ctf_CheckStalemate();
+                                       wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
+                               }
+                       }
+                       if(CTF_SAMETEAM(this, this.owner) && this.team)
+                       {
+                               if(autocvar_g_ctf_flag_return) // drop the flag if reverse status has changed
+                                       ctf_Handle_Throw(this.owner, NULL, DROP_THROW);
+                               else if(vdist(this.owner.origin - this.ctf_spawnorigin, <=, autocvar_g_ctf_flag_return_carried_radius))
+                                       ctf_Handle_Return(this, this.owner);
+                       }
+                       return;
+               }
+               case FLAG_PASSING:
+               {
+                       vector targ_origin = ((this.pass_target.absmin + this.pass_target.absmax) * 0.5);
+                       targ_origin = WarpZone_RefSys_TransformOrigin(this.pass_target, this, targ_origin); // origin of target as seen by the flag (us)
+                       WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
+                       if((this.pass_target == NULL)
+                               || (IS_DEAD(this.pass_target))
+                               || (this.pass_target.flagcarried)
+                               || (vdist(this.origin - targ_origin, >, autocvar_g_ctf_pass_radius))
+                               || ((trace_fraction < 1) && (trace_ent != this.pass_target))
+                               || (time > this.ctf_droptime + autocvar_g_ctf_pass_timelimit))
+                       {
+                               // give up, pass failed
+                               ctf_Handle_Drop(this, NULL, DROP_PASS);
+                       }
+                       else
+                       {
+                               // still a viable target, go for it
+                               ctf_CalculatePassVelocity(this, targ_origin, this.origin, true);
+                       }
+                       return;
+               }
+               default: // this should never happen
+               {
+                       LOG_TRACE("ctf_FlagThink(): Flag exists with no status?");
+                       return;
+               }
+       }
+ }
+ METHOD(Flag, giveTo, bool(Flag this, entity flag, entity toucher))
+ {
+       return = false;
+       if(game_stopped) return;
+       if(trace_dphitcontents & (DPCONTENTS_PLAYERCLIP | DPCONTENTS_MONSTERCLIP)) { return; }
+       bool is_not_monster = (!IS_MONSTER(toucher));
+       // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
+       if(ITEM_TOUCH_NEEDKILL())
+       {
+               if(!autocvar_g_ctf_flag_return_damage_delay)
+               {
+                       flag.health = 0;
+                       ctf_CheckFlagReturn(flag, RETURN_NEEDKILL);
+               }
+               if(!flag.ctf_flagdamaged_byworld) { return; }
+       }
+       // special touch behaviors
+       if(STAT(FROZEN, toucher)) { return; }
+       else if(IS_VEHICLE(toucher))
+       {
+               if(autocvar_g_ctf_allow_vehicle_touch && toucher.owner)
+                       toucher = toucher.owner; // the player is actually the vehicle owner, not other
+               else
+                       return; // do nothing
+       }
+       else if(IS_MONSTER(toucher))
+       {
+               if(!autocvar_g_ctf_allow_monster_touch)
+                       return; // do nothing
+       }
+       else if (!IS_PLAYER(toucher)) // The flag just touched an object, most likely the world
+       {
+               if(time > flag.wait) // if we haven't in a while, play a sound/effect
+               {
+                       Send_Effect_(flag.toucheffect, flag.origin, '0 0 0', 1);
+                       _sound(flag, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
+                       flag.wait = time + FLAG_TOUCHRATE;
+               }
+               return;
+       }
+       else if(IS_DEAD(toucher)) { return; }
+       switch(flag.ctf_status)
+       {
+               case FLAG_BASE:
+               {
+                       if(ctf_oneflag)
+                       {
+                               if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && !toucher.flagcarried.team && is_not_monster)
+                                       ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the neutral flag to enemy base
+                               else if(!flag.team && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time) && is_not_monster)
+                                       ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the neutral flag
+                       }
+                       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) && ctf_Immediate_Return_Allowed(flag, toucher))
+                               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
+                       break;
+               }
+               case FLAG_CARRY:
+               {
+                       LOG_TRACE("Someone touched a flag even though it was being carried?");
+                       break;
+               }
+               case FLAG_PASSING:
+               {
+                       if((IS_PLAYER(toucher)) && !IS_DEAD(toucher) && (toucher != flag.pass_sender))
+                       {
+                               if(DIFF_TEAM(toucher, flag.pass_sender))
+                               {
+                                       if(ctf_Immediate_Return_Allowed(flag, toucher))
+                                               ctf_Handle_Return(flag, toucher);
+                                       else if(is_not_monster && (!toucher.flagcarried))
+                                               ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED);
+                               }
+                               else if(!toucher.flagcarried)
+                                       ctf_Handle_Retrieve(flag, toucher);
+                       }
+                       break;
+               }
+       }
+ }
+ .float last_respawn;
+ void ctf_RespawnFlag(entity flag)
+ {
+       // check for flag respawn being called twice in a row
+       if(flag.last_respawn > time - 0.5)
+               { backtrace("flag respawn called twice quickly! please notify Samual about this..."); }
+       flag.last_respawn = time;
+       // reset the player (if there is one)
+       if((flag.owner) && (flag.owner.flagcarried == flag))
+       {
+               WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
+               WaypointSprite_Kill(flag.owner.wps_flagreturn);
+               WaypointSprite_Kill(flag.wps_flagcarrier);
+               flag.owner.flagcarried = NULL;
+               GameRules_scoring_vip(flag.owner, false);
+               if(flag.speedrunning)
+                       ctf_FakeTimeLimit(flag.owner, -1);
+       }
+       if((flag.owner) && (flag.owner.vehicle))
+               flag.scale = FLAG_SCALE;
+       if(flag.ctf_status == FLAG_DROPPED)
+               { WaypointSprite_Kill(flag.wps_flagdropped); }
+       // reset the flag
+       setattachment(flag, NULL, "");
+       setorigin(flag, flag.ctf_spawnorigin);
+       set_movetype(flag, ((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;
+       flag.ctf_status = FLAG_BASE;
+       flag.owner = NULL;
+       flag.pass_distance = 0;
+       flag.pass_sender = NULL;
+       flag.pass_target = NULL;
+       flag.ctf_dropper = NULL;
+       flag.ctf_pickuptime = 0;
+       flag.ctf_droptime = 0;
+       flag.ctf_flagdamaged_byworld = false;
+       navigation_dynamicgoal_unset(flag);
+       ctf_CheckStalemate();
+ }
+ void ctf_Reset(entity this)
+ {
+       if(this.owner && IS_PLAYER(this.owner))
+               ctf_Handle_Throw(this.owner, NULL, DROP_RESET);
+       this.enemy = NULL;
+       ctf_RespawnFlag(this);
+ }
+ bool ctf_FlagBase_Customize(entity this, entity client)
+ {
+       entity e = WaypointSprite_getviewentity(client);
+       entity wp_owner = this.owner;
+       entity flag = e.flagcarried;
+       if(flag && CTF_SAMETEAM(e, flag))
+               return false;
+       if(flag && (flag.cnt || wp_owner.cnt) && wp_owner.cnt != flag.cnt)
+               return false;
+       return true;
+ }
+ void ctf_DelayedFlagSetup(entity this) // called after a flag is placed on a map by ctf_FlagSetup()
+ {
+       // bot waypoints
+       waypoint_spawnforitem_force(this, this.origin);
+       navigation_dynamicgoal_init(this, true);
+       // waypointsprites
+       entity basename;
+       switch (this.team)
+       {
+               case NUM_TEAM_1: basename = WP_FlagBaseRed; break;
+               case NUM_TEAM_2: basename = WP_FlagBaseBlue; break;
+               case NUM_TEAM_3: basename = WP_FlagBaseYellow; break;
+               case NUM_TEAM_4: basename = WP_FlagBasePink; break;
+               default: basename = WP_FlagBaseNeutral; break;
+       }
+       entity wp = WaypointSprite_SpawnFixed(basename, this.origin + FLAG_WAYPOINT_OFFSET, this, wps_flagbase, RADARICON_FLAG);
+       wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 1 1');
+       WaypointSprite_UpdateTeamRadar(this.wps_flagbase, RADARICON_FLAG, ((this.team) ? colormapPaletteColor(this.team - 1, false) : '1 1 1'));
+       setcefc(wp, ctf_FlagBase_Customize);
+       // captureshield setup
+       ctf_CaptureShield_Spawn(this);
+ }
+ .bool pushable;
+ void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
+ {
+       // main setup
+       flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
+       ctf_worldflaglist = flag;
+       setattachment(flag, NULL, "");
+       flag.netname = strzone(sprintf("%s%s^7 flag", Team_ColorCode(teamnumber), Team_ColorName_Upper(teamnumber)));
+       flag.team = teamnumber;
+       flag.classname = "item_flag_team";
+       flag.target = "###item###"; // wut?
+       flag.flags = FL_ITEM | FL_NOTARGET;
+       IL_PUSH(g_items, flag);
+       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.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
+       flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
+       flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
+       if(flag.damagedbycontents)
+               IL_PUSH(g_damagedbycontents, flag);
+       flag.velocity = '0 0 0';
+       flag.mangle = flag.angles;
+       flag.reset = ctf_Reset;
+       settouch(flag, ctf_FlagTouch);
+       setthink(flag, ctf_FlagThink);
+       flag.nextthink = time + FLAG_THINKRATE;
+       flag.ctf_status = FLAG_BASE;
+       // crudely force them all to 0
+       if(autocvar_g_ctf_score_ignore_fields)
+               flag.cnt = flag.score_assist = flag.score_team_capture = flag.score_capture = flag.score_drop = flag.score_pickup = flag.score_return = 0;
+       string teamname = Static_Team_ColorName_Lower(teamnumber);
+       // appearence
+       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)); }
+       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
+ #define X(s,b) \
+               if(flag.s == "") flag.s = b; \
+               precache_sound(flag.s);
+       X(snd_flag_taken,               strzone(SND(CTF_TAKEN(teamnumber))))
+       X(snd_flag_returned,    strzone(SND(CTF_RETURNED(teamnumber))))
+       X(snd_flag_capture,     strzone(SND(CTF_CAPTURE(teamnumber))))
+       X(snd_flag_dropped,     strzone(SND(CTF_DROPPED(teamnumber))))
+       X(snd_flag_respawn,     strzone(SND(CTF_RESPAWN)))
+       X(snd_flag_touch,               strzone(SND(CTF_TOUCH)))
+       X(snd_flag_pass,                strzone(SND(CTF_PASS)))
+ #undef X
+       // precache
+       precache_model(flag.model);
+       // appearence
+       _setmodel(flag, flag.model); // precision set below
+       setsize(flag, CTF_FLAG.m_mins * flag.scale, CTF_FLAG.m_maxs * flag.scale);
+       flag.m_mins = flag.mins; // store these for squash checks
+       flag.m_maxs = flag.maxs;
+       setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
+       if(autocvar_g_ctf_flag_glowtrails)
+       {
+               switch(teamnumber)
+               {
+                       case NUM_TEAM_1: flag.glow_color = 251; break;
+                       case NUM_TEAM_2: flag.glow_color = 210; break;
+                       case NUM_TEAM_3: flag.glow_color = 110; break;
+                       case NUM_TEAM_4: flag.glow_color = 145; break;
+                       default:                 flag.glow_color = 254; break;
+               }
+               flag.glow_size = 25;
+               flag.glow_trail = 1;
+       }
+       flag.effects |= EF_LOWPRECISION;
+       if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
+       if(autocvar_g_ctf_dynamiclights)
+       {
+               switch(teamnumber)
+               {
+                       case NUM_TEAM_1: flag.effects |= EF_RED; break;
+                       case NUM_TEAM_2: flag.effects |= EF_BLUE; break;
+                       case NUM_TEAM_3: flag.effects |= EF_DIMLIGHT; break;
+                       case NUM_TEAM_4: flag.effects |= EF_RED; break;
+                       default:                 flag.effects |= EF_DIMLIGHT; break;
+               }
+       }
+       // 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;
+               set_movetype(flag, MOVETYPE_NONE);
+       }
+       else // drop to floor, automatically find a platform and set that as spawn origin
+       {
+               flag.noalign = false;
+               droptofloor(flag);
+               set_movetype(flag, MOVETYPE_NONE);
+       }
+       InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
+ }
+ // ================
+ // Bot player logic
+ // ================
+ // NOTE: LEGACY CODE, needs to be re-written!
+ void havocbot_ctf_calculate_middlepoint()
+ {
+       entity f;
+       vector s = '0 0 0';
+       vector fo = '0 0 0';
+       int n = 0;
+       f = ctf_worldflaglist;
+       while (f)
+       {
+               fo = f.origin;
+               s = s + fo;
+               f = f.ctf_worldflagnext;
+               n++;
+       }
+       if(!n)
+               return;
+       havocbot_middlepoint = s / n;
+       havocbot_middlepoint_radius = vlen(fo - havocbot_middlepoint);
+       havocbot_symmetry_axis_m = 0;
+       havocbot_symmetry_axis_q = 0;
+       if(n == 2)
+       {
+               // for symmetrical editing of waypoints
+               entity f1 = ctf_worldflaglist;
+               entity f2 = f1.ctf_worldflagnext;
+               float m = -(f1.origin.y - f2.origin.y) / (f1.origin.x - f2.origin.x);
+               float q = havocbot_middlepoint.y - m * havocbot_middlepoint.x;
+               havocbot_symmetry_axis_m = m;
+               havocbot_symmetry_axis_q = q;
+       }
+       havocbot_symmetry_origin_order = n;
+ }
+ entity havocbot_ctf_find_flag(entity bot)
+ {
+       entity f;
+       f = ctf_worldflaglist;
+       while (f)
+       {
+               if (CTF_SAMETEAM(bot, f))
+                       return f;
+               f = f.ctf_worldflagnext;
+       }
+       return NULL;
+ }
+ entity havocbot_ctf_find_enemy_flag(entity bot)
+ {
+       entity f;
+       f = ctf_worldflaglist;
+       while (f)
+       {
+               if(ctf_oneflag)
+               {
+                       if(CTF_DIFFTEAM(bot, f))
+                       {
+                               if(f.team)
+                               {
+                                       if(bot.flagcarried)
+                                               return f;
+                               }
+                               else if(!bot.flagcarried)
+                                       return f;
+                       }
+               }
+               else if (CTF_DIFFTEAM(bot, f))
+                       return f;
+               f = f.ctf_worldflagnext;
+       }
+       return NULL;
+ }
+ int havocbot_ctf_teamcount(entity bot, vector org, float tc_radius)
+ {
+       if (!teamplay)
+               return 0;
+       int c = 0;
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               if(DIFF_TEAM(it, bot) || IS_DEAD(it) || it == bot)
+                       continue;
+               if(vdist(it.origin - org, <, tc_radius))
+                       ++c;
+       });
+       return c;
+ }
+ // unused
+ #if 0
+ void havocbot_goalrating_ctf_ourflag(entity this, float ratingscale)
+ {
+       entity head;
+       head = ctf_worldflaglist;
+       while (head)
+       {
+               if (CTF_SAMETEAM(this, head))
+                       break;
+               head = head.ctf_worldflagnext;
+       }
+       if (head)
+               navigation_routerating(this, head, ratingscale, 10000);
+ }
+ #endif
+ void havocbot_goalrating_ctf_ourbase(entity this, float ratingscale)
+ {
+       entity head;
+       head = ctf_worldflaglist;
+       while (head)
+       {
+               if (CTF_SAMETEAM(this, head))
+               {
+                       if (this.flagcarried)
+                       if ((this.flagcarried.cnt || head.cnt) && this.flagcarried.cnt != head.cnt)
+                       {
+                               head = head.ctf_worldflagnext; // skip base if it has a different group
+                               continue;
+                       }
+                       break;
+               }
+               head = head.ctf_worldflagnext;
+       }
+       if (!head)
+               return;
+       navigation_routerating(this, head.bot_basewaypoint, ratingscale, 10000);
+ }
+ void havocbot_goalrating_ctf_enemyflag(entity this, float ratingscale)
+ {
+       entity head;
+       head = ctf_worldflaglist;
+       while (head)
+       {
+               if(ctf_oneflag)
+               {
+                       if(CTF_DIFFTEAM(this, head))
+                       {
+                               if(head.team)
+                               {
+                                       if(this.flagcarried)
+                                               break;
+                               }
+                               else if(!this.flagcarried)
+                                       break;
+                       }
+               }
+               else if(CTF_DIFFTEAM(this, head))
+                       break;
+               head = head.ctf_worldflagnext;
+       }
+       if (head)
++      {
++              if (head.ctf_status == FLAG_CARRY)
++              {
++                      // adjust rating of our flag carrier depending on his health
++                      head = head.tag_entity;
++                      float f = bound(0, (head.health + head.armorvalue) / 100, 2) - 1;
++                      ratingscale += ratingscale * f * 0.1;
++              }
+               navigation_routerating(this, head, ratingscale, 10000);
++      }
+ }
+ void havocbot_goalrating_ctf_enemybase(entity this, float ratingscale)
+ {
++      // disabled because we always spawn waypoints for flags with waypoint_spawnforitem_force
++      /*
+       if (!bot_waypoints_for_items)
+       {
+               havocbot_goalrating_ctf_enemyflag(this, ratingscale);
+               return;
+       }
 -void havocbot_goalrating_ctf_carrieritems(entity this, float ratingscale, vector org, float sradius)
 -{
 -      IL_EACH(g_items, it.bot_pickup,
 -      {
 -              // gather health and armor only
 -              if (it.solid)
 -              if (it.health || it.armorvalue)
 -              if (vdist(it.origin - org, <, sradius))
 -              {
 -                      // get the value of the item
 -                      float t = it.bot_pickupevalfunc(this, it) * 0.0001;
 -                      if (t > 0)
 -                              navigation_routerating(this, it, t * ratingscale, 500);
 -              }
 -      });
 -}
 -
++      */
+       entity head;
+       head = havocbot_ctf_find_enemy_flag(this);
+       if (!head)
+               return;
+       navigation_routerating(this, head.bot_basewaypoint, ratingscale, 10000);
+ }
+ void havocbot_goalrating_ctf_ourstolenflag(entity this, float ratingscale)
+ {
+       entity mf;
+       mf = havocbot_ctf_find_flag(this);
+       if(mf.ctf_status == FLAG_BASE)
+               return;
+       if(mf.tag_entity)
+               navigation_routerating(this, mf.tag_entity, ratingscale, 10000);
+ }
+ void havocbot_goalrating_ctf_droppedflags(entity this, float ratingscale, vector org, float df_radius)
+ {
+       entity head;
+       head = ctf_worldflaglist;
+       while (head)
+       {
+               // flag is out in the field
+               if(head.ctf_status != FLAG_BASE)
+               if(head.tag_entity==NULL)       // dropped
+               {
+                       if(df_radius)
+                       {
+                               if(vdist(org - head.origin, <, df_radius))
+                                       navigation_routerating(this, head, ratingscale, 10000);
+                       }
+                       else
+                               navigation_routerating(this, head, ratingscale, 10000);
+               }
+               head = head.ctf_worldflagnext;
+       }
+ }
 -      float c;
+ void havocbot_ctf_reset_role(entity this)
+ {
+       float cdefense, cmiddle, coffense;
+       entity mf, ef;
 -      // if there is only me on the team switch to offense
 -      c = 0;
 -      FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this), { ++c; });
+       if(IS_DEAD(this))
+               return;
+       // Check ctf flags
+       if (this.flagcarried)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+               return;
+       }
+       mf = havocbot_ctf_find_flag(this);
+       ef = havocbot_ctf_find_enemy_flag(this);
+       // Retrieve stolen flag
+       if(mf.ctf_status!=FLAG_BASE)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
+               return;
+       }
+       // If enemy flag is taken go to the middle to intercept pursuers
+       if(ef.ctf_status!=FLAG_BASE)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
+               return;
+       }
 -      if(c==1)
++      // if there is no one else on the team switch to offense
++      int count = 0;
++      // don't check if this bot is a player since it isn't true when the bot is added to the server
++      FOREACH_CLIENT(it != this && IS_PLAYER(it) && SAME_TEAM(it, this), { ++count; });
 -                      havocbot_goalrating_ctf_enemybase(this, 50000);
++      if (count == 0)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_OFFENSE);
+               return;
+       }
++      else if (CS(this).jointime < time + 1)
++      {
++              // if bots spawn all at once set good default roles
++              if (count == 1)
++              {
++                      havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_DEFENSE);
++                      return;
++              }
++              else if (count == 2)
++              {
++                      havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
++                      return;
++              }
++      }
+       // Evaluate best position to take
+       // Count mates on middle position
+       cmiddle = havocbot_ctf_teamcount(this, havocbot_middlepoint, havocbot_middlepoint_radius * 0.5);
+       // Count mates on defense position
+       cdefense = havocbot_ctf_teamcount(this, mf.dropped_origin, havocbot_middlepoint_radius * 0.5);
+       // Count mates on offense position
+       coffense = havocbot_ctf_teamcount(this, ef.dropped_origin, havocbot_middlepoint_radius);
+       if(cdefense<=coffense)
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_DEFENSE);
+       else if(coffense<=cmiddle)
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_OFFENSE);
+       else
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
++
++      // if bots spawn all at once assign them a more appropriated role after a while
++      if (CS(this).jointime < time + 1 && count > 2)
++              this.havocbot_role_timeout = time + 10 + random() * 10;
++}
++
++bool havocbot_ctf_is_basewaypoint(entity item)
++{
++      if (item.classname != "waypoint")
++              return false;
++
++      entity head = ctf_worldflaglist;
++      while (head)
++      {
++              if (item == head.bot_basewaypoint)
++                      return true;
++              head = head.ctf_worldflagnext;
++      }
++      return false;
+ }
+ void havocbot_role_ctf_carrier(entity this)
+ {
+       if(IS_DEAD(this))
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (this.flagcarried == NULL)
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
++              // role: carrier
++              entity mf = havocbot_ctf_find_flag(this);
++              vector base_org = mf.dropped_origin;
++              float base_rating = (mf.ctf_status == FLAG_BASE) ? 10000 : (vdist(this.origin - base_org, >, 100) ? 2000 : 1000);
+               if(ctf_oneflag)
 -                      havocbot_goalrating_ctf_ourbase(this, 50000);
++                      havocbot_goalrating_ctf_enemybase(this, base_rating);
+               else
 -              if(this.health<100)
 -                      havocbot_goalrating_ctf_carrieritems(this, 1000, this.origin, 1000);
++                      havocbot_goalrating_ctf_ourbase(this, base_rating);
++
++              // start collecting items very close to the bot but only inside of own base radius
++              if (vdist(this.origin - base_org, <, havocbot_middlepoint_radius))
++                      havocbot_goalrating_items(this, 15000, this.origin, min(500, havocbot_middlepoint_radius * 0.5));
 -              entity head = ctf_worldflaglist;
 -              while (head)
 -              {
 -                      if (this.goalentity == head.bot_basewaypoint)
 -                      {
 -                              this.goalentity_lock_timeout = time + 5;
 -                              break;
 -                      }
 -                      head = head.ctf_worldflagnext;
 -              }
++              havocbot_goalrating_items(this, 10000, base_org, havocbot_middlepoint_radius * 0.5);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
 -              if (this.goalentity)
++              entity goal = this.goalentity;
++              if (havocbot_ctf_is_basewaypoint(goal) && vdist(goal.origin - this.origin, <, 100))
++                      this.goalentity_lock_timeout = time + ((this.bot_aimtarg) ? 2 : 3);
 -      if(mf.ctf_status!=FLAG_BASE)
 -      if(vdist(ef.origin - mf.dropped_origin, <, 300))
++              if (goal)
+                       this.havocbot_cantfindflag = time + 10;
+               else if (time > this.havocbot_cantfindflag)
+               {
+                       // Can't navigate to my own base, suicide!
+                       // TODO: drop it and wander around
+                       Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
+                       return;
+               }
+       }
+ }
+ void havocbot_role_ctf_escort(entity this)
+ {
+       entity mf, ef;
+       if(IS_DEAD(this))
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (this.flagcarried)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+               return;
+       }
+       // If enemy flag is back on the base switch to previous role
+       ef = havocbot_ctf_find_enemy_flag(this);
+       if(ef.ctf_status==FLAG_BASE)
+       {
+               this.havocbot_role = this.havocbot_previous_role;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
++      if (ef.ctf_status == FLAG_DROPPED)
++      {
++              navigation_goalrating_timeout_expire(this, 1);
++              return;
++      }
+       // If the flag carrier reached the base switch to defense
+       mf = havocbot_ctf_find_flag(this);
 -              havocbot_goalrating_ctf_enemyflag(this, 30000);
 -              havocbot_goalrating_ctf_ourstolenflag(this, 40000);
 -              havocbot_goalrating_items(this, 10000, this.origin, 10000);
++      if (mf.ctf_status != FLAG_BASE && vdist(ef.origin - mf.dropped_origin, <, 900))
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_DEFENSE);
+               return;
+       }
+       // Set the role timeout if necessary
+       if (!this.havocbot_role_timeout)
+       {
+               this.havocbot_role_timeout = time + random() * 30 + 60;
+       }
+       // If nothing happened just switch to previous role
+       if (time > this.havocbot_role_timeout)
+       {
+               this.havocbot_role = this.havocbot_previous_role;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       // Chase the flag carrier
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
 -      // About to fail, switch to middlefield
 -      if(this.health<50)
 -      {
 -              havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
 -              return;
 -      }
 -
++              // role: escort
++              havocbot_goalrating_ctf_enemyflag(this, 10000);
++              havocbot_goalrating_ctf_ourstolenflag(this, 6000);
++              havocbot_goalrating_items(this, 21000, this.origin, 10000);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_ctf_offense(entity this)
+ {
+       entity mf, ef;
+       vector pos;
+       if(IS_DEAD(this))
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (this.flagcarried)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+               return;
+       }
+       // Check flags
+       mf = havocbot_ctf_find_flag(this);
+       ef = havocbot_ctf_find_enemy_flag(this);
+       // Own flag stolen
+       if(mf.ctf_status!=FLAG_BASE)
+       {
+               if(mf.tag_entity)
+                       pos = mf.tag_entity.origin;
+               else
+                       pos = mf.origin;
+               // Try to get it if closer than the enemy base
+               if(vlen2(this.origin-ef.dropped_origin)>vlen2(this.origin-pos))
+               {
+                       havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
+                       return;
+               }
+       }
+       // Escort flag carrier
+       if(ef.ctf_status!=FLAG_BASE)
+       {
+               if(ef.tag_entity)
+                       pos = ef.tag_entity.origin;
+               else
+                       pos = ef.origin;
+               if(vdist(pos - mf.dropped_origin, >, 700))
+               {
+                       havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_ESCORT);
+                       return;
+               }
+       }
 -              havocbot_goalrating_ctf_ourstolenflag(this, 50000);
 -              havocbot_goalrating_ctf_enemybase(this, 20000);
 -              havocbot_goalrating_items(this, 5000, this.origin, 1000);
 -              havocbot_goalrating_items(this, 1000, this.origin, 10000);
+       // Set the role timeout if necessary
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + 120;
+       if (time > this.havocbot_role_timeout)
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
 -              float rt_radius;
 -              rt_radius = 10000;
++              // role: offense
++              havocbot_goalrating_ctf_ourstolenflag(this, 10000);
++              havocbot_goalrating_ctf_enemybase(this, 10000);
++              havocbot_goalrating_items(this, 22000, this.origin, 10000);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ // Retriever (temporary role):
+ void havocbot_role_ctf_retriever(entity this)
+ {
+       entity mf;
+       if(IS_DEAD(this))
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (this.flagcarried)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+               return;
+       }
+       // If flag is back on the base switch to previous role
+       mf = havocbot_ctf_find_flag(this);
+       if(mf.ctf_status==FLAG_BASE)
+       {
+               if (mf.enemy == this) // did this bot return the flag?
+                       navigation_goalrating_timeout_force(this);
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + 20;
+       if (time > this.havocbot_role_timeout)
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
 -              havocbot_goalrating_ctf_ourstolenflag(this, 50000);
 -              havocbot_goalrating_ctf_droppedflags(this, 40000, this.origin, rt_radius);
 -              havocbot_goalrating_ctf_enemybase(this, 30000);
 -              havocbot_goalrating_items(this, 500, this.origin, rt_radius);
++              const float RT_RADIUS = 10000;
+               navigation_goalrating_start(this);
 -              havocbot_goalrating_ctf_ourstolenflag(this, 50000);
 -              havocbot_goalrating_ctf_droppedflags(this, 30000, this.origin, 10000);
 -              havocbot_goalrating_enemyplayers(this, 10000, org, havocbot_middlepoint_radius * 0.5);
 -              havocbot_goalrating_items(this, 5000, org, havocbot_middlepoint_radius * 0.5);
 -              havocbot_goalrating_items(this, 2500, this.origin, 10000);
 -              havocbot_goalrating_ctf_enemybase(this, 2500);
++              // role: retriever
++              havocbot_goalrating_ctf_ourstolenflag(this, 10000);
++              havocbot_goalrating_ctf_droppedflags(this, 12000, this.origin, RT_RADIUS);
++              havocbot_goalrating_ctf_enemybase(this, 8000);
++              entity ef = havocbot_ctf_find_enemy_flag(this);
++              vector enemy_base_org = ef.dropped_origin;
++              // start collecting items very close to the bot but only inside of enemy base radius
++              if (vdist(this.origin - enemy_base_org, <, havocbot_middlepoint_radius))
++                      havocbot_goalrating_items(this, 27000, this.origin, min(500, havocbot_middlepoint_radius * 0.5));
++              havocbot_goalrating_items(this, 18000, this.origin, havocbot_middlepoint_radius);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_ctf_middle(entity this)
+ {
+       entity mf;
+       if(IS_DEAD(this))
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (this.flagcarried)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+               return;
+       }
+       mf = havocbot_ctf_find_flag(this);
+       if(mf.ctf_status!=FLAG_BASE)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
+               return;
+       }
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + 10;
+       if (time > this.havocbot_role_timeout)
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               vector org;
+               org = havocbot_middlepoint;
+               org.z = this.origin.z;
+               navigation_goalrating_start(this);
 -                      havocbot_goalrating_ctf_ourbase(this, 30000);
++              // role: middle
++              havocbot_goalrating_ctf_ourstolenflag(this, 8000);
++              havocbot_goalrating_ctf_droppedflags(this, 9000, this.origin, 10000);
++              havocbot_goalrating_enemyplayers(this, 25000, org, havocbot_middlepoint_radius * 0.5);
++              havocbot_goalrating_items(this, 25000, org, havocbot_middlepoint_radius * 0.5);
++              havocbot_goalrating_items(this, 18000, this.origin, 10000);
++              havocbot_goalrating_ctf_enemybase(this, 3000);
+               navigation_goalrating_end(this);
++              entity goal = this.goalentity;
++              if (havocbot_ctf_is_basewaypoint(goal) && vdist(goal.origin - this.origin, <, 100))
++                      this.goalentity_lock_timeout = time + 2;
++
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_ctf_defense(entity this)
+ {
+       entity mf;
+       if(IS_DEAD(this))
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (this.flagcarried)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+               return;
+       }
+       // If own flag was captured
+       mf = havocbot_ctf_find_flag(this);
+       if(mf.ctf_status!=FLAG_BASE)
+       {
+               havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
+               return;
+       }
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + 30;
+       if (time > this.havocbot_role_timeout)
+       {
+               havocbot_ctf_reset_role(this);
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               vector org = mf.dropped_origin;
+               navigation_goalrating_start(this);
+               // if enemies are closer to our base, go there
+               entity closestplayer = NULL;
+               float distance, bestdistance = 10000;
+               FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
+                       distance = vlen(org - it.origin);
+                       if(distance<bestdistance)
+                       {
+                               closestplayer = it;
+                               bestdistance = distance;
+                       }
+               });
++              // role: defense
+               if(closestplayer)
+               if(DIFF_TEAM(closestplayer, this))
+               if(vdist(org - this.origin, >, 1000))
+               if(checkpvs(this.origin,closestplayer)||random()<0.5)
 -              havocbot_goalrating_ctf_ourstolenflag(this, 20000);
 -              havocbot_goalrating_ctf_droppedflags(this, 20000, org, havocbot_middlepoint_radius);
 -              havocbot_goalrating_enemyplayers(this, 15000, org, havocbot_middlepoint_radius);
 -              havocbot_goalrating_items(this, 10000, org, havocbot_middlepoint_radius);
 -              havocbot_goalrating_items(this, 5000, this.origin, 10000);
++                      havocbot_goalrating_ctf_ourbase(this, 10000);
++              havocbot_goalrating_ctf_ourstolenflag(this, 5000);
++              havocbot_goalrating_ctf_droppedflags(this, 6000, org, havocbot_middlepoint_radius);
++              havocbot_goalrating_enemyplayers(this, 25000, org, havocbot_middlepoint_radius);
++              havocbot_goalrating_items(this, 25000, org, havocbot_middlepoint_radius);
++              havocbot_goalrating_items(this, 18000, this.origin, 10000);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_ctf_setrole(entity bot, int role)
+ {
+       string s = "(null)";
+       switch(role)
+       {
+               case HAVOCBOT_CTF_ROLE_CARRIER:
+                       s = "carrier";
+                       bot.havocbot_role = havocbot_role_ctf_carrier;
+                       bot.havocbot_role_timeout = 0;
+                       bot.havocbot_cantfindflag = time + 10;
+                       if (bot.havocbot_previous_role != bot.havocbot_role)
+                               navigation_goalrating_timeout_force(bot);
+                       break;
+               case HAVOCBOT_CTF_ROLE_DEFENSE:
+                       s = "defense";
+                       bot.havocbot_role = havocbot_role_ctf_defense;
+                       bot.havocbot_role_timeout = 0;
+                       break;
+               case HAVOCBOT_CTF_ROLE_MIDDLE:
+                       s = "middle";
+                       bot.havocbot_role = havocbot_role_ctf_middle;
+                       bot.havocbot_role_timeout = 0;
+                       break;
+               case HAVOCBOT_CTF_ROLE_OFFENSE:
+                       s = "offense";
+                       bot.havocbot_role = havocbot_role_ctf_offense;
+                       bot.havocbot_role_timeout = 0;
+                       break;
+               case HAVOCBOT_CTF_ROLE_RETRIEVER:
+                       s = "retriever";
+                       bot.havocbot_previous_role = bot.havocbot_role;
+                       bot.havocbot_role = havocbot_role_ctf_retriever;
+                       bot.havocbot_role_timeout = time + 10;
+                       if (bot.havocbot_previous_role != bot.havocbot_role)
+                               navigation_goalrating_timeout_expire(bot, 2);
+                       break;
+               case HAVOCBOT_CTF_ROLE_ESCORT:
+                       s = "escort";
+                       bot.havocbot_previous_role = bot.havocbot_role;
+                       bot.havocbot_role = havocbot_role_ctf_escort;
+                       bot.havocbot_role_timeout = time + 30;
+                       if (bot.havocbot_previous_role != bot.havocbot_role)
+                               navigation_goalrating_timeout_expire(bot, 2);
+                       break;
+       }
+       LOG_TRACE(bot.netname, " switched to ", s);
+ }
+ // ==============
+ // Hook Functions
+ // ==============
+ MUTATOR_HOOKFUNCTION(ctf, PlayerPreThink)
+ {
+       entity player = M_ARGV(0, entity);
+       int t = 0, t2 = 0, t3 = 0;
+       bool b1 = false, b2 = false, b3 = false, b4 = false, b5 = false; // TODO: kill this, we WANT to show the other flags, somehow! (note: also means you don't see if you're FC)
+       // initially clear items so they can be set as necessary later.
+       STAT(CTF_FLAGSTATUS, player) &= ~(CTF_RED_FLAG_CARRYING         | CTF_RED_FLAG_TAKEN            | CTF_RED_FLAG_LOST
+                                                  | CTF_BLUE_FLAG_CARRYING             | CTF_BLUE_FLAG_TAKEN           | CTF_BLUE_FLAG_LOST
+                                                  | CTF_YELLOW_FLAG_CARRYING   | CTF_YELLOW_FLAG_TAKEN         | CTF_YELLOW_FLAG_LOST
+                                                  | CTF_PINK_FLAG_CARRYING     | CTF_PINK_FLAG_TAKEN           | CTF_PINK_FLAG_LOST
+                                                  | CTF_NEUTRAL_FLAG_CARRYING  | CTF_NEUTRAL_FLAG_TAKEN        | CTF_NEUTRAL_FLAG_LOST
+                                                  | CTF_FLAG_NEUTRAL | CTF_SHIELDED | CTF_STALEMATE);
+       // scan through all the flags and notify the client about them
+       for(entity flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
+       {
+               if(flag.team == NUM_TEAM_1 && !b1) { b1 = true; t = CTF_RED_FLAG_CARRYING;              t2 = CTF_RED_FLAG_TAKEN;                t3 = CTF_RED_FLAG_LOST; }
+               if(flag.team == NUM_TEAM_2 && !b2) { b2 = true; t = CTF_BLUE_FLAG_CARRYING;             t2 = CTF_BLUE_FLAG_TAKEN;               t3 = CTF_BLUE_FLAG_LOST; }
+               if(flag.team == NUM_TEAM_3 && !b3) { b3 = true; t = CTF_YELLOW_FLAG_CARRYING;   t2 = CTF_YELLOW_FLAG_TAKEN;             t3 = CTF_YELLOW_FLAG_LOST; }
+               if(flag.team == NUM_TEAM_4 && !b4) { b4 = true; t = CTF_PINK_FLAG_CARRYING;             t2 = CTF_PINK_FLAG_TAKEN;               t3 = CTF_PINK_FLAG_LOST; }
+               if(flag.team == 0 && !b5)                  { b5 = true; t = CTF_NEUTRAL_FLAG_CARRYING;  t2 = CTF_NEUTRAL_FLAG_TAKEN;    t3 = CTF_NEUTRAL_FLAG_LOST; STAT(CTF_FLAGSTATUS, player) |= CTF_FLAG_NEUTRAL; }
+               switch(flag.ctf_status)
+               {
+                       case FLAG_PASSING:
+                       case FLAG_CARRY:
+                       {
+                               if((flag.owner == player) || (flag.pass_sender == player))
+                                       STAT(CTF_FLAGSTATUS, player) |= t; // carrying: player is currently carrying the flag
+                               else
+                                       STAT(CTF_FLAGSTATUS, player) |= t2; // taken: someone else is carrying the flag
+                               break;
+                       }
+                       case FLAG_DROPPED:
+                       {
+                               STAT(CTF_FLAGSTATUS, player) |= t3; // lost: the flag is dropped somewhere on the map
+                               break;
+                       }
+               }
+       }
+       // item for stopping players from capturing the flag too often
+       if(player.ctf_captureshielded)
+               STAT(CTF_FLAGSTATUS, player) |= CTF_SHIELDED;
+       if(ctf_stalemate)
+               STAT(CTF_FLAGSTATUS, player) |= CTF_STALEMATE;
+       // update the health of the flag carrier waypointsprite
+       if(player.wps_flagcarrier)
+               WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
+ }
+ MUTATOR_HOOKFUNCTION(ctf, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
+ {
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       float frag_damage = M_ARGV(4, float);
+       vector frag_force = M_ARGV(6, vector);
+       if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
+       {
+               if(frag_target == frag_attacker) // damage done to yourself
+               {
+                       frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
+                       frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
+               }
+               else // damage done to everyone else
+               {
+                       frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
+                       frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
+               }
+               M_ARGV(4, float) = frag_damage;
+               M_ARGV(6, vector) = frag_force;
+       }
+       else if(frag_target.flagcarried && !IS_DEAD(frag_target) && CTF_DIFFTEAM(frag_target, frag_attacker)) // if the target is a flagcarrier
+       {
+               if(autocvar_g_ctf_flagcarrier_auto_helpme_damage > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id)))
+               if(time > frag_target.wps_helpme_time + autocvar_g_ctf_flagcarrier_auto_helpme_time)
+               {
+                       frag_target.wps_helpme_time = time;
+                       WaypointSprite_HelpMePing(frag_target.wps_flagcarrier);
+               }
+               // todo: add notification for when flag carrier needs help?
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, PlayerDies)
+ {
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)) && (frag_target.flagcarried))
+       {
+               GameRules_scoring_add_team(frag_attacker, SCORE, ((SAME_TEAM(frag_attacker, frag_target)) ? -autocvar_g_ctf_score_kill : autocvar_g_ctf_score_kill));
+               GameRules_scoring_add(frag_attacker, CTF_FCKILLS, 1);
+       }
+       if(frag_target.flagcarried)
+       {
+               entity tmp_entity = frag_target.flagcarried;
+               ctf_Handle_Throw(frag_target, NULL, DROP_NORMAL);
+               tmp_entity.ctf_dropper = NULL;
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, GiveFragsForKill)
+ {
+       M_ARGV(2, float) = 0; // frag score
+       return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
+ }
+ void ctf_RemovePlayer(entity player)
+ {
+       if(player.flagcarried)
+               { ctf_Handle_Throw(player, NULL, DROP_NORMAL); }
+       for(entity flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
+       {
+               if(flag.pass_sender == player) { flag.pass_sender = NULL; }
+               if(flag.pass_target == player) { flag.pass_target = NULL; }
+               if(flag.ctf_dropper == player) { flag.ctf_dropper = NULL; }
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, MakePlayerObserver)
+ {
+       entity player = M_ARGV(0, entity);
+       ctf_RemovePlayer(player);
+ }
+ MUTATOR_HOOKFUNCTION(ctf, ClientDisconnect)
+ {
+       entity player = M_ARGV(0, entity);
+       ctf_RemovePlayer(player);
+ }
+ MUTATOR_HOOKFUNCTION(ctf, ClientConnect)
+ {
+       if(!autocvar_g_ctf_leaderboard)
+               return;
+       entity player = M_ARGV(0, entity);
+       if(IS_REAL_CLIENT(player))
+       {
+               int m = min(RANKINGS_CNT, autocvar_g_cts_send_rankings_cnt);
+               race_send_rankings_cnt(MSG_ONE);
+               for (int i = 1; i <= m; ++i)
+               {
+                       race_SendRankings(i, 0, 0, MSG_ONE);
+               }
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, GetPressedKeys)
+ {
+       if(!autocvar_g_ctf_leaderboard)
+               return;
+       entity player = M_ARGV(0, entity);
+       if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
+       {
+               if (!player.stored_netname)
+                       player.stored_netname = strzone(uid2name(player.crypto_idfp));
+               if(player.stored_netname != player.netname)
+               {
+                       db_put(ServerProgsDB, strcat("/uid2name/", player.crypto_idfp), player.netname);
+                       strcpy(player.stored_netname, player.netname);
+               }
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, PortalTeleport)
+ {
+       entity player = M_ARGV(0, entity);
+       if(player.flagcarried)
+       if(!autocvar_g_ctf_portalteleport)
+               { ctf_Handle_Throw(player, NULL, DROP_NORMAL); }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, PlayerUseKey)
+ {
+       if(MUTATOR_RETURNVALUE || game_stopped) return;
+       entity player = M_ARGV(0, entity);
+       if((time > player.throw_antispam) && !IS_DEAD(player) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
+       {
+               // pass the flag to a team mate
+               if(autocvar_g_ctf_pass)
+               {
+                       entity head, closest_target = NULL;
+                       head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, true);
+                       while(head) // find the closest acceptable target to pass to
+                       {
+                               if(IS_PLAYER(head) && !IS_DEAD(head))
+                               if(head != player && SAME_TEAM(head, player))
+                               if(!head.speedrunning && !head.vehicle)
+                               {
+                                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+                                       vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
+                                       vector passer_center = CENTER_OR_VIEWOFS(player);
+                                       if(ctf_CheckPassDirection(head_center, passer_center, player.v_angle, head.WarpZone_findradius_nearest))
+                                       {
+                                               if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
+                                               {
+                                                       if(IS_BOT_CLIENT(head))
+                                                       {
+                                                               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
+                                                               ctf_Handle_Throw(head, player, DROP_PASS);
+                                                       }
+                                                       else
+                                                       {
+                                                               Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_CTF_PASS_REQUESTED, player.netname);
+                                                               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
+                                                       }
+                                                       player.throw_antispam = time + autocvar_g_ctf_pass_wait;
+                                                       return true;
+                                               }
+                                               else if(player.flagcarried && !head.flagcarried)
+                                               {
+                                                       if(closest_target)
+                                                       {
+                                                               vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
+                                                               if(vlen2(passer_center - head_center) < vlen2(passer_center - closest_target_center))
+                                                                       { closest_target = head; }
+                                                       }
+                                                       else { closest_target = head; }
+                                               }
+                                       }
+                               }
+                               head = head.chain;
+                       }
+                       if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return true; }
+               }
+               // throw the flag in front of you
+               if(autocvar_g_ctf_throw && player.flagcarried)
+               {
+                       if(player.throw_count == -1)
+                       {
+                               if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_delay)
+                               {
+                                       player.throw_prevtime = time;
+                                       player.throw_count = 1;
+                                       ctf_Handle_Throw(player, NULL, DROP_THROW);
+                                       return true;
+                               }
+                               else
+                               {
+                                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_FLAG_THROW_PUNISH, rint((player.throw_prevtime + autocvar_g_ctf_throw_punish_delay) - time));
+                                       return false;
+                               }
+                       }
+                       else
+                       {
+                               if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_time) { player.throw_count = 1; }
+                               else { player.throw_count += 1; }
+                               if(player.throw_count >= autocvar_g_ctf_throw_punish_count) { player.throw_count = -1; }
+                               player.throw_prevtime = time;
+                               ctf_Handle_Throw(player, NULL, DROP_THROW);
+                               return true;
+                       }
+               }
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, HelpMePing)
+ {
+       entity player = M_ARGV(0, entity);
+       if(player.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
+       {
+               player.wps_helpme_time = time;
+               WaypointSprite_HelpMePing(player.wps_flagcarrier);
+       }
+       else // create a normal help me waypointsprite
+       {
+               WaypointSprite_Spawn(WP_Helpme, waypointsprite_deployed_lifetime, waypointsprite_limitedrange, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_helpme, false, RADARICON_HELPME);
+               WaypointSprite_Ping(player.wps_helpme);
+       }
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ctf, VehicleEnter)
+ {
+       entity player = M_ARGV(0, entity);
+       entity veh = M_ARGV(1, entity);
+       if(player.flagcarried)
+       {
+               if(!autocvar_g_ctf_allow_vehicle_carry && !autocvar_g_ctf_allow_vehicle_touch)
+               {
+                       ctf_Handle_Throw(player, NULL, DROP_NORMAL);
+               }
+               else
+               {
+                       player.flagcarried.nodrawtoclient = player; // hide the flag from the driver
+                       setattachment(player.flagcarried, veh, "");
+                       setorigin(player.flagcarried, VEHICLE_FLAG_OFFSET);
+                       player.flagcarried.scale = VEHICLE_FLAG_SCALE;
+                       //player.flagcarried.angles = '0 0 0';
+               }
+               return true;
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, VehicleExit)
+ {
+       entity player = M_ARGV(0, entity);
+       if(player.flagcarried)
+       {
+               setattachment(player.flagcarried, player, "");
+               setorigin(player.flagcarried, FLAG_CARRY_OFFSET);
+               player.flagcarried.scale = FLAG_SCALE;
+               player.flagcarried.angles = '0 0 0';
+               player.flagcarried.nodrawtoclient = NULL;
+               return true;
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, AbortSpeedrun)
+ {
+       entity player = M_ARGV(0, entity);
+       if(player.flagcarried)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(player.flagcarried.team, INFO_CTF_FLAGRETURN_ABORTRUN));
+               ctf_RespawnFlag(player.flagcarried);
+               return true;
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, MatchEnd)
+ {
+       entity flag; // temporary entity for the search method
+       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
+                               set_movetype(flag, MOVETYPE_NONE);
+                               flag.takedamage = DAMAGE_NO;
+                               flag.solid = SOLID_NOT;
+                               flag.nextthink = false; // stop thinking
+                               //dprint("stopping the ", flag.netname, " from moving.\n");
+                               break;
+                       }
+                       default:
+                       case FLAG_BASE:
+                       case FLAG_CARRY:
+                       {
+                               // do nothing for these flags
+                               break;
+                       }
+               }
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, HavocBot_ChooseRole)
+ {
+       entity bot = M_ARGV(0, entity);
+       havocbot_ctf_reset_role(bot);
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ctf, CheckAllowedTeams)
+ {
+       //M_ARGV(0, float) = ctf_teams;
+       M_ARGV(1, string) = "ctf_team";
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ctf, SpectateCopy)
+ {
+       entity spectatee = M_ARGV(0, entity);
+       entity client = M_ARGV(1, entity);
+       STAT(CTF_FLAGSTATUS, client) = STAT(CTF_FLAGSTATUS, spectatee);
+ }
+ MUTATOR_HOOKFUNCTION(ctf, GetRecords)
+ {
+       int record_page = M_ARGV(0, int);
+       string ret_string = M_ARGV(1, string);
+       for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
+       {
+               if (MapInfo_Get_ByID(i))
+               {
+                       float r = stof(db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, "/captimerecord/time")));
+                       if(!r)
+                               continue;
+                       // TODO: uid2name
+                       string h = db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, "/captimerecord/netname"));
+                       ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-6, ftos_decimals(r, 2)), " ", h, "\n");
+               }
+       }
+       M_ARGV(1, string) = ret_string;
+ }
+ bool superspec_Spectate(entity this, entity targ); // TODO
+ void superspec_msg(string _center_title, string _con_title, entity _to, string _msg, float _spamlevel); // TODO
+ MUTATOR_HOOKFUNCTION(ctf, SV_ParseClientCommand)
+ {
+       entity player = M_ARGV(0, entity);
+       string cmd_name = M_ARGV(1, string);
+       int cmd_argc = M_ARGV(2, int);
+       if(IS_PLAYER(player) || MUTATOR_RETURNVALUE || !cvar("g_superspectate")) { return false; }
+       if(cmd_name == "followfc")
+       {
+               if(!g_ctf)
+                       return true;
+               int _team = 0;
+               bool found = false;
+               if(cmd_argc == 2)
+               {
+                       switch(argv(1))
+                       {
+                               case "red":    if(ctf_teams & BIT(0)) _team = NUM_TEAM_1; break;
+                               case "blue":   if(ctf_teams & BIT(1)) _team = NUM_TEAM_2; break;
+                               case "yellow": if(ctf_teams & BIT(2)) _team = NUM_TEAM_3; break;
+                               case "pink":   if(ctf_teams & BIT(3)) _team = NUM_TEAM_4; break;
+                       }
+               }
+               FOREACH_CLIENT(IS_PLAYER(it), {
+                       if(it.flagcarried && (it.team == _team || _team == 0))
+                       {
+                               found = true;
+                               if(_team == 0 && IS_SPEC(player) && player.enemy == it)
+                                       continue; // already spectating this fc, try another
+                               return superspec_Spectate(player, it);
+                       }
+               });
+               if(!found)
+                       superspec_msg("", "", player, "No active flag carrier\n", 1);
+               return true;
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ctf, DropSpecialItems)
+ {
+       entity frag_target = M_ARGV(0, entity);
+       if(frag_target.flagcarried)
+               ctf_Handle_Throw(frag_target, NULL, DROP_THROW);
+ }
+ // ==========
+ // Spawnfuncs
+ // ==========
+ /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+ 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...
+ "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... */
+ spawnfunc(item_flag_team1)
+ {
+       if(!g_ctf) { delete(this); return; }
+       ctf_FlagSetup(NUM_TEAM_1, this);
+ }
+ /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+ 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...
+ "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... */
+ spawnfunc(item_flag_team2)
+ {
+       if(!g_ctf) { delete(this); return; }
+       ctf_FlagSetup(NUM_TEAM_2, this);
+ }
+ /*QUAKED spawnfunc_item_flag_team3 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+ CTF flag for team three (Yellow).
+ Keys:
+ "angle" Angle the flag will point (minus 90 degrees)...
+ "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
+ "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... */
+ spawnfunc(item_flag_team3)
+ {
+       if(!g_ctf) { delete(this); return; }
+       ctf_FlagSetup(NUM_TEAM_3, this);
+ }
+ /*QUAKED spawnfunc_item_flag_team4 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+ CTF flag for team four (Pink).
+ Keys:
+ "angle" Angle the flag will point (minus 90 degrees)...
+ "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
+ "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... */
+ spawnfunc(item_flag_team4)
+ {
+       if(!g_ctf) { delete(this); return; }
+       ctf_FlagSetup(NUM_TEAM_4, this);
+ }
+ /*QUAKED spawnfunc_item_flag_neutral (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+ CTF flag (Neutral).
+ Keys:
+ "angle" Angle the flag will point (minus 90 degrees)...
+ "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
+ "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... */
+ spawnfunc(item_flag_neutral)
+ {
+       if(!g_ctf) { delete(this); return; }
+       if(!cvar("g_ctf_oneflag")) { delete(this); return; }
+       ctf_FlagSetup(0, this);
+ }
+ /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
+ Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
+ Note: If you use spawnfunc_ctf_team entities you must define at least 2!  However, unlike domination, you don't need to make a blank one too.
+ Keys:
+ "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
+ "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
+ spawnfunc(ctf_team)
+ {
+       if(!g_ctf) { delete(this); return; }
+       this.classname = "ctf_team";
+       this.team = this.cnt + 1;
+ }
+ // compatibility for quake maps
+ spawnfunc(team_CTF_redflag)    { spawnfunc_item_flag_team1(this);    }
+ spawnfunc(team_CTF_blueflag)   { spawnfunc_item_flag_team2(this);    }
+ spawnfunc(info_player_team1);
+ spawnfunc(team_CTF_redplayer)  { spawnfunc_info_player_team1(this);  }
+ spawnfunc(team_CTF_redspawn)   { spawnfunc_info_player_team1(this);  }
+ spawnfunc(info_player_team2);
+ spawnfunc(team_CTF_blueplayer) { spawnfunc_info_player_team2(this);  }
+ spawnfunc(team_CTF_bluespawn)  { spawnfunc_info_player_team2(this);  }
+ spawnfunc(team_CTF_neutralflag)       { spawnfunc_item_flag_neutral(this);  }
+ spawnfunc(team_neutralobelisk)        { spawnfunc_item_flag_neutral(this);  }
+ // compatibility for wop maps
+ spawnfunc(team_redplayer)      { spawnfunc_info_player_team1(this);  }
+ spawnfunc(team_blueplayer)     { spawnfunc_info_player_team2(this);  }
+ spawnfunc(team_ctl_redlolly)   { spawnfunc_item_flag_team1(this);    }
+ spawnfunc(team_CTL_redlolly)   { spawnfunc_item_flag_team1(this);    }
+ spawnfunc(team_ctl_bluelolly)  { spawnfunc_item_flag_team2(this);    }
+ spawnfunc(team_CTL_bluelolly)  { spawnfunc_item_flag_team2(this);    }
+ // ==============
+ // Initialization
+ // ==============
+ // scoreboard setup
+ void ctf_ScoreRules(int teams)
+ {
+       CheckAllowedTeams(NULL);
+       GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
+         field_team(ST_CTF_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
+         field(SP_CTF_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
+         field(SP_CTF_CAPTIME, "captime", SFL_LOWER_IS_BETTER | SFL_TIME);
+         field(SP_CTF_PICKUPS, "pickups", 0);
+         field(SP_CTF_FCKILLS, "fckills", 0);
+         field(SP_CTF_RETURNS, "returns", 0);
+         field(SP_CTF_DROPS, "drops", SFL_LOWER_IS_BETTER);
+       });
+ }
+ // code from here on is just to support maps that don't have flag and team entities
+ void ctf_SpawnTeam (string teamname, int teamcolor)
+ {
+       entity this = new_pure(ctf_team);
+       this.netname = teamname;
+       this.cnt = teamcolor - 1;
+       this.spawnfunc_checked = true;
+       this.team = teamcolor;
+ }
+ void ctf_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
+ {
+       ctf_teams = 0;
+       entity tmp_entity;
+       for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
+       {
+               //if(tmp_entity.team == NUM_TEAM_3) { ctf_teams = max(3, ctf_teams); }
+               //if(tmp_entity.team == NUM_TEAM_4) { ctf_teams = max(4, ctf_teams); }
+               switch(tmp_entity.team)
+               {
+                       case NUM_TEAM_1: BITSET_ASSIGN(ctf_teams, BIT(0)); break;
+                       case NUM_TEAM_2: BITSET_ASSIGN(ctf_teams, BIT(1)); break;
+                       case NUM_TEAM_3: BITSET_ASSIGN(ctf_teams, BIT(2)); break;
+                       case NUM_TEAM_4: BITSET_ASSIGN(ctf_teams, BIT(3)); break;
+               }
+               if(tmp_entity.team == 0) { ctf_oneflag = true; }
+       }
+       havocbot_ctf_calculate_middlepoint();
+       if(NumTeams(ctf_teams) < 2) // somehow, there's not enough flags!
+       {
+               ctf_teams = 0; // so set the default red and blue teams
+               BITSET_ASSIGN(ctf_teams, BIT(0));
+               BITSET_ASSIGN(ctf_teams, BIT(1));
+       }
+       //ctf_teams = bound(2, ctf_teams, 4);
+       // if no teams are found, spawn defaults
+       if(find(NULL, classname, "ctf_team") == NULL)
+       {
+               LOG_TRACE("No \"ctf_team\" entities found on this map, creating them anyway.");
+               if(ctf_teams & BIT(0))
+                       ctf_SpawnTeam("Red", NUM_TEAM_1);
+               if(ctf_teams & BIT(1))
+                       ctf_SpawnTeam("Blue", NUM_TEAM_2);
+               if(ctf_teams & BIT(2))
+                       ctf_SpawnTeam("Yellow", NUM_TEAM_3);
+               if(ctf_teams & BIT(3))
+                       ctf_SpawnTeam("Pink", NUM_TEAM_4);
+       }
+       ctf_ScoreRules(ctf_teams);
+ }
+ void ctf_Initialize()
+ {
+       ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
+       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(NULL, ctf_DelayedInit, INITPRIO_GAMETYPE);
+ }
+ #endif
index 0000000,3faa4a8..067d5c0
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,673 +1,673 @@@
 -              //havocbot_goalrating_enemyplayers(this, 3000, this.origin, 2000);
+ #include "domination.qh"
+ // TODO: sv_domination
+ #ifdef SVQC
+ #include <server/teamplay.qh>
+ bool g_domination;
+ int autocvar_g_domination_default_teams;
+ bool autocvar_g_domination_disable_frags;
+ int autocvar_g_domination_point_amt;
+ bool autocvar_g_domination_point_fullbright;
+ float autocvar_g_domination_round_timelimit;
+ float autocvar_g_domination_warmup;
+ float autocvar_g_domination_point_rate;
+ int autocvar_g_domination_teams_override;
+ void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
+ {
+       if(autocvar_sv_eventlog)
+               GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
+ }
+ void set_dom_state(entity e)
+ {
+       STAT(DOM_TOTAL_PPS, e) = total_pps;
+       STAT(DOM_PPS_RED, e) = pps_red;
+       STAT(DOM_PPS_BLUE, e) = pps_blue;
+       if(domination_teams >= 3)
+               STAT(DOM_PPS_YELLOW, e) = pps_yellow;
+       if(domination_teams >= 4)
+               STAT(DOM_PPS_PINK, e) = pps_pink;
+ }
+ void dompoint_captured(entity this)
+ {
+       float old_delay, old_team, real_team;
+       // now that the delay has expired, switch to the latest team to lay claim to this point
+       entity head = this.owner;
+       real_team = this.cnt;
+       this.cnt = -1;
+       dom_EventLog("taken", this.team, this.dmg_inflictor);
+       this.dmg_inflictor = NULL;
+       this.goalentity = head;
+       this.model = head.mdl;
+       this.modelindex = head.dmg;
+       this.skin = head.skin;
+       float points, wait_time;
+       if (autocvar_g_domination_point_amt)
+               points = autocvar_g_domination_point_amt;
+       else
+               points = this.frags;
+       if (autocvar_g_domination_point_rate)
+               wait_time = autocvar_g_domination_point_rate;
+       else
+               wait_time = this.wait;
+       if(domination_roundbased)
+               bprint(sprintf("^3%s^3%s\n", head.netname, this.message));
+       else
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
+       if(this.enemy.playerid == this.enemy_playerid)
+               GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
+       else
+               this.enemy = NULL;
+       if (head.noise != "")
+               if(this.enemy)
+                       _sound(this.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
+               else
+                       _sound(this, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
+       if (head.noise1 != "")
+               play2all(head.noise1);
+       this.delay = time + wait_time;
+       // do trigger work
+       old_delay = this.delay;
+       old_team = this.team;
+       this.team = real_team;
+       this.delay = 0;
+       SUB_UseTargets (this, this, NULL);
+       this.delay = old_delay;
+       this.team = old_team;
+       entity msg = WP_DomNeut;
+       switch(real_team)
+       {
+               case NUM_TEAM_1: msg = WP_DomRed; break;
+               case NUM_TEAM_2: msg = WP_DomBlue; break;
+               case NUM_TEAM_3: msg = WP_DomYellow; break;
+               case NUM_TEAM_4: msg = WP_DomPink; break;
+       }
+       WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
+       total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
+       IL_EACH(g_dompoints, true,
+       {
+               if (autocvar_g_domination_point_amt)
+                       points = autocvar_g_domination_point_amt;
+               else
+                       points = it.frags;
+               if (autocvar_g_domination_point_rate)
+                       wait_time = autocvar_g_domination_point_rate;
+               else
+                       wait_time = it.wait;
+               switch(it.goalentity.team)
+               {
+                       case NUM_TEAM_1: pps_red += points/wait_time; break;
+                       case NUM_TEAM_2: pps_blue += points/wait_time; break;
+                       case NUM_TEAM_3: pps_yellow += points/wait_time; break;
+                       case NUM_TEAM_4: pps_pink += points/wait_time; break;
+               }
+               total_pps += points/wait_time;
+       });
+       WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0));
+       WaypointSprite_Ping(this.sprite);
+       this.captime = time;
+       FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
+ }
+ void AnimateDomPoint(entity this)
+ {
+       if(this.pain_finished > time)
+               return;
+       this.pain_finished = time + this.t_width;
+       if(this.nextthink > this.pain_finished)
+               this.nextthink = this.pain_finished;
+       this.frame = this.frame + 1;
+       if(this.frame > this.t_length)
+               this.frame = 0;
+ }
+ void dompointthink(entity this)
+ {
+       float fragamt;
+       this.nextthink = time + 0.1;
+       //this.frame = this.frame + 1;
+       //if(this.frame > 119)
+       //      this.frame = 0;
+       AnimateDomPoint(this);
+       // give points
+       if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points
+               return;
+       if(autocvar_g_domination_point_rate)
+               this.delay = time + autocvar_g_domination_point_rate;
+       else
+               this.delay = time + this.wait;
+       // give credit to the team
+       // NOTE: this defaults to 0
+       if (!domination_roundbased)
+       if (this.goalentity.netname != "")
+       {
+               if(autocvar_g_domination_point_amt)
+                       fragamt = autocvar_g_domination_point_amt;
+               else
+                       fragamt = this.frags;
+               TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt);
+               TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt);
+               // give credit to the individual player, if he is still there
+               if (this.enemy.playerid == this.enemy_playerid)
+               {
+                       GameRules_scoring_add(this.enemy, SCORE, fragamt);
+                       GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
+               }
+               else
+                       this.enemy = NULL;
+       }
+ }
+ void dompointtouch(entity this, entity toucher)
+ {
+       if (!IS_PLAYER(toucher))
+               return;
+       if (toucher.health < 1)
+               return;
+       if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+               return;
+       if(time < this.captime + 0.3)
+               return;
+       // only valid teams can claim it
+       entity head = find(NULL, classname, "dom_team");
+       while (head && head.team != toucher.team)
+               head = find(head, classname, "dom_team");
+       if (!head || head.netname == "" || head == this.goalentity)
+               return;
+       // delay capture
+       this.team = this.goalentity.team; // this stores the PREVIOUS team!
+       this.cnt = toucher.team;
+       this.owner = head; // team to switch to after the delay
+       this.dmg_inflictor = toucher;
+       // this.state = 1;
+       // this.delay = time + cvar("g_domination_point_capturetime");
+       //this.nextthink = time + cvar("g_domination_point_capturetime");
+       //this.think = dompoint_captured;
+       // go to neutral team in the mean time
+       head = find(NULL, classname, "dom_team");
+       while (head && head.netname != "")
+               head = find(head, classname, "dom_team");
+       if(head == NULL)
+               return;
+       WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null);
+       WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1');
+       WaypointSprite_Ping(this.sprite);
+       this.goalentity = head;
+       this.model = head.mdl;
+       this.modelindex = head.dmg;
+       this.skin = head.skin;
+       this.enemy = toucher; // individual player scoring
+       this.enemy_playerid = toucher.playerid;
+       dompoint_captured(this);
+ }
+ void dom_controlpoint_setup(entity this)
+ {
+       entity head;
+       // find the spawnfunc_dom_team representing unclaimed points
+       head = find(NULL, classname, "dom_team");
+       while(head && head.netname != "")
+               head = find(head, classname, "dom_team");
+       if (!head)
+               objerror(this, "no spawnfunc_dom_team with netname \"\" found\n");
+       // copy important properties from spawnfunc_dom_team entity
+       this.goalentity = head;
+       _setmodel(this, head.mdl); // precision already set
+       this.skin = head.skin;
+       this.cnt = -1;
+       if(this.message == "")
+               this.message = " has captured a control point";
+       if(this.frags <= 0)
+               this.frags = 1;
+       if(this.wait <= 0)
+               this.wait = 5;
+       float points, waittime;
+       if (autocvar_g_domination_point_amt)
+               points = autocvar_g_domination_point_amt;
+       else
+               points = this.frags;
+       if (autocvar_g_domination_point_rate)
+               waittime = autocvar_g_domination_point_rate;
+       else
+               waittime = this.wait;
+       total_pps += points/waittime;
+       if(!this.t_width)
+               this.t_width = 0.02; // frame animation rate
+       if(!this.t_length)
+               this.t_length = 239; // maximum frame
+       setthink(this, dompointthink);
+       this.nextthink = time;
+       settouch(this, dompointtouch);
+       this.solid = SOLID_TRIGGER;
+       if(!this.flags & FL_ITEM)
+               IL_PUSH(g_items, this);
+       this.flags = FL_ITEM;
+       setsize(this, '-32 -32 -32', '32 32 32');
+       setorigin(this, this.origin + '0 0 20');
+       droptofloor(this);
+       waypoint_spawnforitem(this);
+       WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT);
+ }
+ float total_controlpoints;
+ void Domination_count_controlpoints()
+ {
+       total_controlpoints = redowned = blueowned = yellowowned = pinkowned = 0;
+       IL_EACH(g_dompoints, true,
+       {
+               ++total_controlpoints;
+               redowned += (it.goalentity.team == NUM_TEAM_1);
+               blueowned += (it.goalentity.team == NUM_TEAM_2);
+               yellowowned += (it.goalentity.team == NUM_TEAM_3);
+               pinkowned += (it.goalentity.team == NUM_TEAM_4);
+       });
+ }
+ float Domination_GetWinnerTeam()
+ {
+       float winner_team = 0;
+       if(redowned == total_controlpoints)
+               winner_team = NUM_TEAM_1;
+       if(blueowned == total_controlpoints)
+       {
+               if(winner_team) return 0;
+               winner_team = NUM_TEAM_2;
+       }
+       if(yellowowned == total_controlpoints)
+       {
+               if(winner_team) return 0;
+               winner_team = NUM_TEAM_3;
+       }
+       if(pinkowned == total_controlpoints)
+       {
+               if(winner_team) return 0;
+               winner_team = NUM_TEAM_4;
+       }
+       if(winner_team)
+               return winner_team;
+       return -1; // no control points left?
+ }
+ #define DOM_OWNED_CONTROLPOINTS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
+ #define DOM_OWNED_CONTROLPOINTS_OK() (DOM_OWNED_CONTROLPOINTS() < total_controlpoints)
+ float Domination_CheckWinner()
+ {
+       if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
+               game_stopped = true;
+               round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
+               return 1;
+       }
+       Domination_count_controlpoints();
+       float winner_team = Domination_GetWinnerTeam();
+       if(winner_team == -1)
+               return 0;
+       if(winner_team > 0)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
+               TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
+       }
+       else if(winner_team == -1)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
+       }
+       game_stopped = true;
+       round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
+       return 1;
+ }
+ float Domination_CheckPlayers()
+ {
+       return 1;
+ }
+ void Domination_RoundStart()
+ {
+       FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
+ }
+ //go to best items, or control points you don't own
+ void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
+ {
+       IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
+       {
+               if(it.cnt > -1) // this is just being fought
+                       navigation_routerating(this, it, ratingscale, 5000);
+               else if(it.goalentity.cnt == 0) // unclaimed
+                       navigation_routerating(this, it, ratingscale * 0.5, 5000);
+               else if(it.goalentity.team != this.team) // other team's point
+                       navigation_routerating(this, it, ratingscale * 0.2, 5000);
+       });
+ }
+ void havocbot_role_dom(entity this)
+ {
+       if(IS_DEAD(this))
+               return;
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
+               havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
+               havocbot_goalrating_items(this, 8000, this.origin, 8000);
++              //havocbot_goalrating_enemyplayers(this, 1500, this.origin, 2000);
+               havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ MUTATOR_HOOKFUNCTION(dom, CheckAllowedTeams)
+ {
+       // fallback?
+       M_ARGV(0, float) = domination_teams;
+       string ret_string = "dom_team";
+       entity head = find(NULL, classname, ret_string);
+       while(head)
+       {
+               if(head.netname != "")
+               {
+                       switch(head.team)
+                       {
+                               case NUM_TEAM_1: c1 = 0; break;
+                               case NUM_TEAM_2: c2 = 0; break;
+                               case NUM_TEAM_3: c3 = 0; break;
+                               case NUM_TEAM_4: c4 = 0; break;
+                       }
+               }
+               head = find(head, classname, ret_string);
+       }
+       M_ARGV(1, string) = string_null;
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(dom, reset_map_players)
+ {
+       total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               PutClientInServer(it);
+               if(domination_roundbased)
+                       it.player_blocked = 1;
+               if(IS_REAL_CLIENT(it))
+                       set_dom_state(it);
+       });
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
+ {
+       entity player = M_ARGV(0, entity);
+       if(domination_roundbased)
+       if(!round_handler_IsRoundStarted())
+               player.player_blocked = 1;
+       else
+               player.player_blocked = 0;
+ }
+ MUTATOR_HOOKFUNCTION(dom, ClientConnect)
+ {
+       entity player = M_ARGV(0, entity);
+       set_dom_state(player);
+ }
+ MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole)
+ {
+       entity bot = M_ARGV(0, entity);
+       bot.havocbot_role = havocbot_role_dom;
+       return true;
+ }
+ /*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
+ Control point for Domination gameplay.
+ */
+ spawnfunc(dom_controlpoint)
+ {
+       if(!g_domination)
+       {
+               delete(this);
+               return;
+       }
+       setthink(this, dom_controlpoint_setup);
+       this.nextthink = time + 0.1;
+       this.reset = dom_controlpoint_setup;
+       if(!this.scale)
+               this.scale = 0.6;
+       this.effects = this.effects | EF_LOWPRECISION;
+       if (autocvar_g_domination_point_fullbright)
+               this.effects |= EF_FULLBRIGHT;
+       IL_PUSH(g_dompoints, this);
+ }
+ /*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
+ Team declaration for Domination gameplay, this allows you to decide what team
+ names and control point models are used in your map.
+ Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two
+ can have netname set!  The nameless team owns all control points at start.
+ Keys:
+ "netname"
+  Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc)
+ "cnt"
+  Scoreboard color of the team (for example 4 is red and 13 is blue)
+ "model"
+  Model to use for control points owned by this team (for example
+  "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver
+  keycard)
+ "skin"
+  Skin of the model to use (for team skins on a single model)
+ "noise"
+  Sound to play when this team captures a point.
+  (this is a localized sound, like a small alarm or other effect)
+ "noise1"
+  Narrator speech to play when this team captures a point.
+  (this is a global sound, like "Red team has captured a control point")
+ */
+ spawnfunc(dom_team)
+ {
+       if(!g_domination || autocvar_g_domination_teams_override >= 2)
+       {
+               delete(this);
+               return;
+       }
+       precache_model(this.model);
+       if (this.noise != "")
+               precache_sound(this.noise);
+       if (this.noise1 != "")
+               precache_sound(this.noise1);
+       this.classname = "dom_team";
+       _setmodel(this, this.model); // precision not needed
+       this.mdl = this.model;
+       this.dmg = this.modelindex;
+       this.model = "";
+       this.modelindex = 0;
+       // this would have to be changed if used in quakeworld
+       if(this.cnt)
+               this.team = this.cnt + 1; // WHY are these different anyway?
+ }
+ // scoreboard setup
+ void ScoreRules_dom(int teams)
+ {
+       if(domination_roundbased)
+       {
+           GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
+             field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
+             field(SP_DOM_TAKES, "takes", 0);
+           });
+       }
+       else
+       {
+               float sp_domticks, sp_score;
+               sp_score = sp_domticks = 0;
+               if(autocvar_g_domination_disable_frags)
+                       sp_domticks = SFL_SORT_PRIO_PRIMARY;
+               else
+                       sp_score = SFL_SORT_PRIO_PRIMARY;
+               GameRules_scoring(teams, sp_score, sp_score, {
+             field_team(ST_DOM_TICKS, "ticks", sp_domticks);
+             field(SP_DOM_TICKS, "ticks", sp_domticks);
+             field(SP_DOM_TAKES, "takes", 0);
+               });
+       }
+ }
+ // code from here on is just to support maps that don't have control point and team entities
+ void dom_spawnteam (string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
+ {
+     TC(Sound, capsound);
+     entity e = new_pure(dom_team);
+       e.netname = strzone(teamname);
+       e.cnt = teamcolor;
+       e.model = pointmodel;
+       e.skin = pointskin;
+       e.noise = strzone(Sound_fixpath(capsound));
+       e.noise1 = strzone(capnarration);
+       e.message = strzone(capmessage);
+       // this code is identical to spawnfunc_dom_team
+       _setmodel(e, e.model); // precision not needed
+       e.mdl = e.model;
+       e.dmg = e.modelindex;
+       e.model = "";
+       e.modelindex = 0;
+       // this would have to be changed if used in quakeworld
+       e.team = e.cnt + 1;
+       //eprint(e);
+ }
+ void dom_spawnpoint(vector org)
+ {
+       entity e = spawn();
+       e.classname = "dom_controlpoint";
+       setthink(e, spawnfunc_dom_controlpoint);
+       e.nextthink = time;
+       setorigin(e, org);
+       spawnfunc_dom_controlpoint(e);
+ }
+ // spawn some default teams if the map is not set up for domination
+ void dom_spawnteams(int teams)
+ {
+     TC(int, teams);
+       dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND_DOM_CLAIM, "", "Red team has captured a control point");
+       dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND_DOM_CLAIM, "", "Blue team has captured a control point");
+       if(teams >= 3)
+               dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND_DOM_CLAIM, "", "Yellow team has captured a control point");
+       if(teams >= 4)
+               dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND_DOM_CLAIM, "", "Pink team has captured a control point");
+       dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
+ }
+ void dom_DelayedInit(entity this) // 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(NULL, classname, "dom_team") == NULL || autocvar_g_domination_teams_override >= 2)
+       {
+               LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway.");
+               domination_teams = autocvar_g_domination_teams_override;
+               if (domination_teams < 2)
+                       domination_teams = autocvar_g_domination_default_teams;
+               domination_teams = bound(2, domination_teams, 4);
+               dom_spawnteams(domination_teams);
+       }
+       CheckAllowedTeams(NULL);
+       //domination_teams = ((c4>=0) ? 4 : (c3>=0) ? 3 : 2);
+       int teams = 0;
+       if(c1 >= 0) teams |= BIT(0);
+       if(c2 >= 0) teams |= BIT(1);
+       if(c3 >= 0) teams |= BIT(2);
+       if(c4 >= 0) teams |= BIT(3);
+       domination_teams = teams;
+       domination_roundbased = autocvar_g_domination_roundbased;
+       ScoreRules_dom(domination_teams);
+       if(domination_roundbased)
+       {
+               round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart);
+               round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
+       }
+ }
+ void dom_Initialize()
+ {
+       g_domination = true;
+       InitializeEntity(NULL, dom_DelayedInit, INITPRIO_GAMETYPE);
+ }
+ #endif
index 0000000,cceff48..50e3a81
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,588 +1,588 @@@
 -              havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+ #include "freezetag.qh"
+ // TODO: sv_freezetag
+ #ifdef SVQC
+ float autocvar_g_freezetag_frozen_maxtime;
+ float autocvar_g_freezetag_revive_clearspeed;
+ float autocvar_g_freezetag_round_timelimit;
+ //int autocvar_g_freezetag_teams;
+ int autocvar_g_freezetag_teams_override;
+ float autocvar_g_freezetag_warmup;
+ void freezetag_count_alive_players()
+ {
+       total_players = redalive = bluealive = yellowalive = pinkalive = 0;
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               switch(it.team)
+               {
+                       case NUM_TEAM_1: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++redalive; break;
+                       case NUM_TEAM_2: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++bluealive; break;
+                       case NUM_TEAM_3: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++yellowalive; break;
+                       case NUM_TEAM_4: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++pinkalive; break;
+               }
+       });
+       FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+               STAT(REDALIVE, it) = redalive;
+               STAT(BLUEALIVE, it) = bluealive;
+               STAT(YELLOWALIVE, it) = yellowalive;
+               STAT(PINKALIVE, it) = pinkalive;
+       });
+       eliminatedPlayers.SendFlags |= 1;
+ }
+ #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
+ #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == NumTeams(freezetag_teams))
+ float freezetag_CheckTeams()
+ {
+       static float prev_missing_teams_mask;
+       if(FREEZETAG_ALIVE_TEAMS_OK())
+       {
+               if(prev_missing_teams_mask > 0)
+                       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
+               prev_missing_teams_mask = -1;
+               return 1;
+       }
+       if(total_players == 0)
+       {
+               if(prev_missing_teams_mask > 0)
+                       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
+               prev_missing_teams_mask = -1;
+               return 0;
+       }
+       int missing_teams_mask = 0;
+       if(freezetag_teams & BIT(0))
+               missing_teams_mask += (!redalive) * 1;
+       if(freezetag_teams & BIT(1))
+               missing_teams_mask += (!bluealive) * 2;
+       if(freezetag_teams & BIT(2))
+               missing_teams_mask += (!yellowalive) * 4;
+       if(freezetag_teams & BIT(3))
+               missing_teams_mask += (!pinkalive) * 8;
+       if(prev_missing_teams_mask != missing_teams_mask)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
+               prev_missing_teams_mask = missing_teams_mask;
+       }
+       return 0;
+ }
+ float freezetag_getWinnerTeam()
+ {
+       float winner_team = 0;
+       if(redalive >= 1)
+               winner_team = NUM_TEAM_1;
+       if(bluealive >= 1)
+       {
+               if(winner_team) return 0;
+               winner_team = NUM_TEAM_2;
+       }
+       if(yellowalive >= 1)
+       {
+               if(winner_team) return 0;
+               winner_team = NUM_TEAM_3;
+       }
+       if(pinkalive >= 1)
+       {
+               if(winner_team) return 0;
+               winner_team = NUM_TEAM_4;
+       }
+       if(winner_team)
+               return winner_team;
+       return -1; // no player left
+ }
+ void nades_Clear(entity);
+ void nades_GiveBonus(entity player, float score);
+ float freezetag_CheckWinner()
+ {
+       if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
+               FOREACH_CLIENT(IS_PLAYER(it), {
+                       it.freezetag_frozen_timeout = 0;
+                       nades_Clear(it);
+               });
+               game_stopped = true;
+               round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
+               return 1;
+       }
+       if(FREEZETAG_ALIVE_TEAMS() > 1)
+               return 0;
+       int winner_team = freezetag_getWinnerTeam();
+       if(winner_team > 0)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
+               TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
+       }
+       else if(winner_team == -1)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
+       }
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               it.freezetag_frozen_timeout = 0;
+               nades_Clear(it);
+       });
+       game_stopped = true;
+       round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
+       return 1;
+ }
+ entity freezetag_LastPlayerForTeam(entity this)
+ {
+       entity last_pl = NULL;
+       FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
+               if(it.health >= 1)
+               if(!STAT(FROZEN, it))
+               if(SAME_TEAM(it, this))
+               if(!last_pl)
+                       last_pl = it;
+               else
+                       return NULL;
+       });
+       return last_pl;
+ }
+ void freezetag_LastPlayerForTeam_Notify(entity this)
+ {
+       if(round_handler_IsActive())
+       if(round_handler_IsRoundStarted())
+       {
+               entity pl = freezetag_LastPlayerForTeam(this);
+               if(pl)
+                       Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
+       }
+ }
+ void freezetag_Add_Score(entity targ, entity attacker)
+ {
+       if(attacker == targ)
+       {
+               // you froze your own dumb targ
+               // counted as "suicide" already
+               GameRules_scoring_add(targ, SCORE, -1);
+       }
+       else if(IS_PLAYER(attacker))
+       {
+               // got frozen by an enemy
+               // counted as "kill" and "death" already
+               GameRules_scoring_add(targ, SCORE, -1);
+               GameRules_scoring_add(attacker, SCORE, +1);
+       }
+       // else nothing - got frozen by the game type rules themselves
+ }
+ void freezetag_Freeze(entity targ, entity attacker)
+ {
+       if(STAT(FROZEN, targ))
+               return;
+       if(autocvar_g_freezetag_frozen_maxtime > 0)
+               targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
+       Freeze(targ, 0, 1, true);
+       freezetag_count_alive_players();
+       freezetag_Add_Score(targ, attacker);
+ }
+ void freezetag_Unfreeze(entity this)
+ {
+       this.freezetag_frozen_time = 0;
+       this.freezetag_frozen_timeout = 0;
+       Unfreeze(this);
+ }
+ float freezetag_isEliminated(entity e)
+ {
+       if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
+               return true;
+       return false;
+ }
+ // ================
+ // Bot player logic
+ // ================
+ void(entity this) havocbot_role_ft_freeing;
+ void(entity this) havocbot_role_ft_offense;
+ void havocbot_goalrating_freeplayers(entity this, float ratingscale, vector org, float sradius)
+ {
+       float t;
+       FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
+               if (STAT(FROZEN, it) == 1)
+               {
+                       if(vdist(it.origin - org, >, sradius))
+                               continue;
+                       navigation_routerating(this, it, ratingscale, 2000);
+               }
+               else if(vdist(it.origin - org, >, 400)) // avoid gathering all teammates in one place
+               {
+                       // If teamate is not frozen still seek them out as fight better
+                       // in a group.
+                       t = 0.2 * 150 / (this.health + this.armorvalue);
+                       navigation_routerating(this, it, t * ratingscale, 2000);
+               }
+       });
+ }
+ void havocbot_role_ft_offense(entity this)
+ {
+       if(IS_DEAD(this))
+               return;
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + random() * 10 + 20;
+       // Count how many players on team are unfrozen.
+       int unfrozen = 0;
+       FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !(STAT(FROZEN, it) != 1), { unfrozen++; });
+       // If only one left on team or if role has timed out then start trying to free players.
+       if (((unfrozen == 0) && (!STAT(FROZEN, this))) || (time > this.havocbot_role_timeout))
+       {
+               LOG_TRACE("changing role to freeing");
+               this.havocbot_role = havocbot_role_ft_freeing;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
+               havocbot_goalrating_items(this, 10000, this.origin, 10000);
 -              havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
++              havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
+               havocbot_goalrating_freeplayers(this, 9000, this.origin, 10000);
+               havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_ft_freeing(entity this)
+ {
+       if(IS_DEAD(this))
+               return;
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + random() * 10 + 20;
+       if (time > this.havocbot_role_timeout)
+       {
+               LOG_TRACE("changing role to offense");
+               this.havocbot_role = havocbot_role_ft_offense;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
+               havocbot_goalrating_items(this, 8000, this.origin, 10000);
++              havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
+               havocbot_goalrating_freeplayers(this, 20000, this.origin, 10000);
+               havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ // ==============
+ // Hook Functions
+ // ==============
+ void ft_RemovePlayer(entity this)
+ {
+       this.health = 0; // neccessary to update correctly alive stats
+       if(!STAT(FROZEN, this))
+               freezetag_LastPlayerForTeam_Notify(this);
+       freezetag_Unfreeze(this);
+       freezetag_count_alive_players();
+ }
+ MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
+ {
+       entity player = M_ARGV(0, entity);
+       ft_RemovePlayer(player);
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
+ {
+       entity player = M_ARGV(0, entity);
+       ft_RemovePlayer(player);
+ }
+ MUTATOR_HOOKFUNCTION(ft, PlayerDies)
+ {
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       float frag_deathtype = M_ARGV(3, float);
+       if(round_handler_IsActive())
+       if(round_handler_CountdownRunning())
+       {
+               if(STAT(FROZEN, frag_target))
+                       freezetag_Unfreeze(frag_target);
+               freezetag_count_alive_players();
+               return true; // let the player die so that he can respawn whenever he wants
+       }
+       // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
+       // you succeed changing team through the menu: you both really die (gibbing) and get frozen
+       if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
+               || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
+       {
+               // let the player die, he will be automatically frozen when he respawns
+               if(STAT(FROZEN, frag_target) != 1)
+               {
+                       freezetag_Add_Score(frag_target, frag_attacker);
+                       freezetag_count_alive_players();
+                       freezetag_LastPlayerForTeam_Notify(frag_target);
+               }
+               else
+                       freezetag_Unfreeze(frag_target); // remove ice
+               frag_target.health = 0; // Unfreeze resets health
+               frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
+               return true;
+       }
+       if(STAT(FROZEN, frag_target))
+               return true;
+       freezetag_Freeze(frag_target, frag_attacker);
+       freezetag_LastPlayerForTeam_Notify(frag_target);
+       if(frag_attacker == frag_target || frag_attacker == NULL)
+       {
+               if(IS_PLAYER(frag_target))
+                       Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
+       }
+       else
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
+       }
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
+ {
+       entity player = M_ARGV(0, entity);
+       if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
+               return true; // do nothing, round is starting right now
+       if(player.freezetag_frozen_timeout == -2) // player was dead
+       {
+               freezetag_Freeze(player, NULL);
+               return true;
+       }
+       freezetag_count_alive_players();
+       if(round_handler_IsActive())
+       if(round_handler_IsRoundStarted())
+       {
+               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
+               freezetag_Freeze(player, NULL);
+       }
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ft, reset_map_players)
+ {
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               CS(it).killcount = 0;
+               it.freezetag_frozen_timeout = -1;
+               PutClientInServer(it);
+               it.freezetag_frozen_timeout = 0;
+       });
+       freezetag_count_alive_players();
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
+ {
+       M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
+ {
+       if(game_stopped)
+               return true;
+       if(round_handler_IsActive())
+       if(!round_handler_IsRoundStarted())
+               return true;
+       int n;
+       entity o = NULL;
+       entity player = M_ARGV(0, entity);
+       //if(STAT(FROZEN, player))
+       //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
+               //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
+       if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
+               n = -1;
+       else
+       {
+               vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+               n = 0;
+               FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
+                       if(STAT(FROZEN, it) == 0)
+                       if(!IS_DEAD(it))
+                       if(SAME_TEAM(it, player))
+                       if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
+                       {
+                               if(!o)
+                                       o = it;
+                               if(STAT(FROZEN, player) == 1)
+                                       it.reviving = true;
+                               ++n;
+                       }
+               });
+       }
+       if(n && STAT(FROZEN, player) == 1) // OK, there is at least one teammate reviving us
+       {
+               STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+               player.health = max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health));
+               if(STAT(REVIVE_PROGRESS, player) >= 1)
+               {
+                       freezetag_Unfreeze(player);
+                       freezetag_count_alive_players();
+                       if(n == -1)
+                       {
+                               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
+                               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, autocvar_g_freezetag_frozen_maxtime);
+                               return true;
+                       }
+                       // EVERY team mate nearby gets a point (even if multiple!)
+                       FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
+                               GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
+                               GameRules_scoring_add(it, SCORE, +1);
+                               nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
+                       });
+                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
+                       Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
+                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, o.netname);
+               }
+               FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
+                       STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
+                       it.reviving = false;
+               });
+       }
+       else if(!n && STAT(FROZEN, player) == 1) // only if no teammate is nearby will we reset
+       {
+               STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
+               player.health = max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health));
+       }
+       else if(!n && !STAT(FROZEN, player))
+       {
+               STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+       }
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ft, SetStartItems)
+ {
+       start_items &= ~IT_UNLIMITED_AMMO;
+       //start_health       = warmup_start_health       = cvar("g_lms_start_health");
+       //start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
+       start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
+       start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
+       start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
+       start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
+       start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
+       start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
+ }
+ MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
+ {
+       entity bot = M_ARGV(0, entity);
+       if (!IS_DEAD(bot))
+       {
+               if (random() < 0.5)
+                       bot.havocbot_role = havocbot_role_ft_freeing;
+               else
+                       bot.havocbot_role = havocbot_role_ft_offense;
+       }
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ft, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
+ {
+       M_ARGV(0, float) = freezetag_teams;
+ }
+ MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
+ {
+       // most weapons arena
+       if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
+               M_ARGV(0, string) = "most";
+ }
+ MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
+ {
+       entity frag_attacker = M_ARGV(0, entity);
+       entity frag_target = M_ARGV(1, entity);
+       //float frag_deathtype = M_ARGV(2, float);
+       int kill_count_to_attacker = M_ARGV(3, int);
+       int kill_count_to_target = M_ARGV(4, int);
+       if(STAT(FROZEN, frag_target))
+               return; // target was already frozen, so this is just pushing them off the cliff
+       Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
+       Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target, frag_attacker.health, frag_attacker.armorvalue, (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
+       return true;
+ }
+ void freezetag_Initialize()
+ {
+       freezetag_teams = autocvar_g_freezetag_teams_override;
+       if(freezetag_teams < 2)
+               freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
+       freezetag_teams = BITS(bound(2, freezetag_teams, 4));
+       GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
+           field(SP_FREEZETAG_REVIVALS, "revivals", 0);
+       });
+       round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
+       round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
+       EliminatedPlayers_Init(freezetag_isEliminated);
+ }
+ #endif
index 0000000,8eb88a3..ac4c5a6
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,475 +1,475 @@@
 -              havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+ #include "keepaway.qh"
+ // TODO: keepaway
+ #ifdef SVQC
+ #include <common/effects/all.qh>
+ .entity ballcarried;
+ int autocvar_g_keepaway_ballcarrier_effects;
+ float autocvar_g_keepaway_ballcarrier_damage;
+ float autocvar_g_keepaway_ballcarrier_force;
+ float autocvar_g_keepaway_ballcarrier_highspeed;
+ float autocvar_g_keepaway_ballcarrier_selfdamage;
+ float autocvar_g_keepaway_ballcarrier_selfforce;
+ float autocvar_g_keepaway_noncarrier_damage;
+ float autocvar_g_keepaway_noncarrier_force;
+ float autocvar_g_keepaway_noncarrier_selfdamage;
+ float autocvar_g_keepaway_noncarrier_selfforce;
+ bool autocvar_g_keepaway_noncarrier_warn;
+ int autocvar_g_keepaway_score_bckill;
+ int autocvar_g_keepaway_score_killac;
+ int autocvar_g_keepaway_score_timepoints;
+ float autocvar_g_keepaway_score_timeinterval;
+ float autocvar_g_keepawayball_damageforcescale;
+ int autocvar_g_keepawayball_effects;
+ float autocvar_g_keepawayball_respawntime;
+ int autocvar_g_keepawayball_trail_color;
+ bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame
+ {
+       if(view.ballcarried)
+               if(IS_SPEC(player))
+                       return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
+       // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
+       return true;
+ }
+ void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
+ {
+       if(autocvar_sv_eventlog)
+               GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
+ }
+ void ka_TouchEvent(entity this, entity toucher);
+ void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
+ {
+       if(game_stopped) return;
+       vector oldballorigin = this.origin;
+       if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
+       {
+               entity spot = SelectSpawnPoint(this, true);
+               setorigin(this, spot.origin);
+               this.angles = spot.angles;
+       }
+       makevectors(this.angles);
+       set_movetype(this, MOVETYPE_BOUNCE);
+       this.velocity = '0 0 200';
+       this.angles = '0 0 0';
+       this.effects = autocvar_g_keepawayball_effects;
+       settouch(this, ka_TouchEvent);
+       setthink(this, ka_RespawnBall);
+       this.nextthink = time + autocvar_g_keepawayball_respawntime;
+       navigation_dynamicgoal_set(this);
+       Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
+       Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
+       WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+       WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
+       sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+ }
+ void ka_TimeScoring(entity this)
+ {
+       if(this.owner.ballcarried)
+       { // add points for holding the ball after a certain amount of time
+               if(autocvar_g_keepaway_score_timepoints)
+                       GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
+               GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+               this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+       }
+ }
+ void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
+ {
+       if(game_stopped) return;
+       if(!this) return;
+       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+       { // The ball fell off the map, respawn it since players can't get to it
+               ka_RespawnBall(this);
+               return;
+       }
+       if(IS_DEAD(toucher)) { return; }
+       if(STAT(FROZEN, toucher)) { return; }
+       if (!IS_PLAYER(toucher))
+       {  // The ball just touched an object, most likely the world
+               Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
+               sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
+               return;
+       }
+       else if(this.wait > time) { return; }
+       // attach the ball to the player
+       this.owner = toucher;
+       toucher.ballcarried = this;
+       GameRules_scoring_vip(toucher, true);
+       setattachment(this, toucher, "");
+       setorigin(this, '0 0 0');
+       // make the ball invisible/unable to do anything/set up time scoring
+       this.velocity = '0 0 0';
+       set_movetype(this, MOVETYPE_NONE);
+       this.effects |= EF_NODRAW;
+       settouch(this, func_null);
+       setthink(this, ka_TimeScoring);
+       this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+       this.takedamage = DAMAGE_NO;
+       navigation_dynamicgoal_unset(this);
+       // apply effects to player
+       toucher.glow_color = autocvar_g_keepawayball_trail_color;
+       toucher.glow_trail = true;
+       toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
+       // messages and sounds
+       ka_EventLog("pickup", toucher);
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
+       Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
+       Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
+       sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+       // scoring
+       GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
+       // waypoints
+       WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
+       toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
+       WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+       WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
+       WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
+ }
+ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
+ {
+       entity ball;
+       ball = plyr.ballcarried;
+       if(!ball) { return; }
+       // reset the ball
+       setattachment(ball, NULL, "");
+       set_movetype(ball, MOVETYPE_BOUNCE);
+       ball.wait = time + 1;
+       settouch(ball, ka_TouchEvent);
+       setthink(ball, ka_RespawnBall);
+       ball.nextthink = time + autocvar_g_keepawayball_respawntime;
+       ball.takedamage = DAMAGE_YES;
+       ball.effects &= ~EF_NODRAW;
+       setorigin(ball, plyr.origin + '0 0 10');
+       ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
+       entity e = ball.owner; ball.owner = NULL;
+       e.ballcarried = NULL;
+       GameRules_scoring_vip(e, false);
+       navigation_dynamicgoal_set(ball);
+       // reset the player effects
+       plyr.glow_trail = false;
+       plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
+       // messages and sounds
+       ka_EventLog("dropped", plyr);
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
+       Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
+       sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+       // scoring
+       // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
+       // waypoints
+       WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+       WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+       WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
+       WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
+ }
+ /** used to clear the ballcarrier whenever the match switches from warmup to normal */
+ void ka_Reset(entity this)
+ {
+       if((this.owner) && (IS_PLAYER(this.owner)))
+               ka_DropEvent(this.owner);
+       if(time < game_starttime)
+       {
+               setthink(this, ka_RespawnBall);
+               settouch(this, func_null);
+               this.nextthink = game_starttime;
+       }
+       else
+               ka_RespawnBall(this);
+ }
+ // ================
+ // Bot player logic
+ // ================
+ void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
+ {
+       float t;
+       entity ball_owner;
+       ball_owner = ka_ball.owner;
+       if (ball_owner == this)
+               return;
+       // If ball is carried by player then hunt them down.
+       if (ball_owner)
+       {
+               t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
+               navigation_routerating(this, ball_owner, t * ratingscale, 2000);
+       }
+       else // Ball has been dropped so collect.
+               navigation_routerating(this, ka_ball, ratingscale, 2000);
+ }
+ void havocbot_role_ka_carrier(entity this)
+ {
+       if (IS_DEAD(this))
+               return;
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
+               havocbot_goalrating_items(this, 10000, this.origin, 10000);
 -              havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
++              havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
+               havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+       if (!this.ballcarried)
+       {
+               this.havocbot_role = havocbot_role_ka_collector;
+               navigation_goalrating_timeout_expire(this, 2);
+       }
+ }
+ void havocbot_role_ka_collector(entity this)
+ {
+       if (IS_DEAD(this))
+               return;
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
+               havocbot_goalrating_items(this, 10000, this.origin, 10000);
++              havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
+               havocbot_goalrating_ball(this, 20000, this.origin);
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+       if (this.ballcarried)
+       {
+               this.havocbot_role = havocbot_role_ka_carrier;
+               navigation_goalrating_timeout_expire(this, 2);
+       }
+ }
+ // ==============
+ // Hook Functions
+ // ==============
+ MUTATOR_HOOKFUNCTION(ka, PlayerDies)
+ {
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
+       {
+               if(frag_target.ballcarried) { // add to amount of times killing carrier
+                       GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
+                       if(autocvar_g_keepaway_score_bckill) // add bckills to the score
+                               GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
+               }
+               else if(!frag_attacker.ballcarried)
+                       if(autocvar_g_keepaway_noncarrier_warn)
+                               Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
+               if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
+                       GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
+       }
+       if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
+ }
+ MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
+ {
+       M_ARGV(2, float) = 0; // no frags counted in keepaway
+       return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
+ }
+ MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
+ {
+       entity player = M_ARGV(0, entity);
+       // clear the item used for the ball in keepaway
+       player.items &= ~IT_KEY1;
+       // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
+       if(player.ballcarried)
+               player.items |= IT_KEY1;
+ }
+ MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
+ {
+       entity player = M_ARGV(0, entity);
+       if(MUTATOR_RETURNVALUE == 0)
+       if(player.ballcarried)
+       {
+               ka_DropEvent(player);
+               return true;
+       }
+ }
+ MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
+ {
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       float frag_damage = M_ARGV(4, float);
+       vector frag_force = M_ARGV(6, vector);
+       if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
+       {
+               if(frag_target == frag_attacker) // damage done to yourself
+               {
+                       frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
+                       frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
+               }
+               else // damage done to noncarriers
+               {
+                       frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
+                       frag_force *= autocvar_g_keepaway_ballcarrier_force;
+               }
+       }
+       else if (!frag_target.ballcarried) // if the target is a noncarrier
+       {
+               if(frag_target == frag_attacker) // damage done to yourself
+               {
+                       frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
+                       frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
+               }
+               else // damage done to other noncarriers
+               {
+                       frag_damage *= autocvar_g_keepaway_noncarrier_damage;
+                       frag_force *= autocvar_g_keepaway_noncarrier_force;
+               }
+       }
+       M_ARGV(4, float) = frag_damage;
+       M_ARGV(6, vector) = frag_force;
+ }
+ MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
+ {
+       entity player = M_ARGV(0, entity);
+       if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
+ }
+ MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
+ {
+       entity player = M_ARGV(0, entity);
+       if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
+ }
+ MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
+ {
+       entity player = M_ARGV(0, entity);
+       // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
+       // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
+       player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
+       if(player.ballcarried)
+               player.effects |= autocvar_g_keepaway_ballcarrier_effects;
+ }
+ MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
+ {
+       entity player = M_ARGV(0, entity);
+       // these automatically reset, no need to worry
+       if(player.ballcarried)
+               STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
+ }
+ MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
+ {
+       entity bot = M_ARGV(0, entity);
+       entity targ = M_ARGV(1, entity);
+       // if neither player has ball then don't attack unless the ball is on the ground
+       if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
+               return true;
+ }
+ MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
+ {
+       entity bot = M_ARGV(0, entity);
+       if (bot.ballcarried)
+               bot.havocbot_role = havocbot_role_ka_carrier;
+       else
+               bot.havocbot_role = havocbot_role_ka_collector;
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
+ {
+       entity frag_target = M_ARGV(0, entity);
+       if(frag_target.ballcarried)
+               ka_DropEvent(frag_target);
+ }
+ .bool pushable;
+ // ==============
+ // Initialization
+ // ==============
+ MODEL(KA_BALL, "models/orbs/orbblue.md3");
+ void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
+ {
+       entity e = new(keepawayball);
+       setmodel(e, MDL_KA_BALL);
+       setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
+       e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
+       e.takedamage = DAMAGE_YES;
+       e.solid = SOLID_TRIGGER;
+       set_movetype(e, MOVETYPE_BOUNCE);
+       e.glow_color = autocvar_g_keepawayball_trail_color;
+       e.glow_trail = true;
+       e.flags = FL_ITEM;
+       IL_PUSH(g_items, e);
+       e.pushable = true;
+       e.reset = ka_Reset;
+       settouch(e, ka_TouchEvent);
+       e.owner = NULL;
+       ka_ball = e;
+       navigation_dynamicgoal_init(ka_ball, false);
+       InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
+ }
+ void ka_Initialize() // run at the start of a match, initiates game mode
+ {
+       ka_SpawnBall();
+ }
+ #endif
index 0000000,6523612..ec0b2b6
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,1324 +1,1324 @@@
 -                      havocbot_goalrating_kh(this, 10, 0.1, 0.1); // bring home
+ #include "keyhunt.qh"
+ // TODO: sv_keyhunt
+ #ifdef SVQC
+ float autocvar_g_balance_keyhunt_damageforcescale;
+ float autocvar_g_balance_keyhunt_delay_collect;
+ float autocvar_g_balance_keyhunt_delay_damage_return;
+ float autocvar_g_balance_keyhunt_delay_return;
+ float autocvar_g_balance_keyhunt_delay_round;
+ float autocvar_g_balance_keyhunt_delay_tracking;
+ float autocvar_g_balance_keyhunt_return_when_unreachable;
+ float autocvar_g_balance_keyhunt_dropvelocity;
+ float autocvar_g_balance_keyhunt_maxdist;
+ float autocvar_g_balance_keyhunt_protecttime;
+ int autocvar_g_balance_keyhunt_score_capture;
+ int autocvar_g_balance_keyhunt_score_carrierfrag;
+ int autocvar_g_balance_keyhunt_score_collect;
+ int autocvar_g_balance_keyhunt_score_destroyed;
+ int autocvar_g_balance_keyhunt_score_destroyed_ownfactor;
+ int autocvar_g_balance_keyhunt_score_push;
+ float autocvar_g_balance_keyhunt_throwvelocity;
+ //int autocvar_g_keyhunt_teams;
+ int autocvar_g_keyhunt_teams_override;
+ // #define KH_PLAYER_USE_ATTACHMENT
+ // #define KH_PLAYER_USE_CARRIEDMODEL
+ #ifdef KH_PLAYER_USE_ATTACHMENT
+ const vector KH_PLAYER_ATTACHMENT_DIST_ROTATED = '0 -4 0';
+ const vector KH_PLAYER_ATTACHMENT_DIST = '4 0 0';
+ const vector KH_PLAYER_ATTACHMENT = '0 0 0';
+ const vector KH_PLAYER_ATTACHMENT_ANGLES = '0 0 0';
+ const string KH_PLAYER_ATTACHMENT_BONE = "";
+ #else
+ const float KH_KEY_ZSHIFT = 22;
+ const float KH_KEY_XYDIST = 24;
+ const float KH_KEY_XYSPEED = 45;
+ #endif
+ const float KH_KEY_WP_ZSHIFT = 20;
+ const vector KH_KEY_MIN = '-10 -10 -46';
+ const vector KH_KEY_MAX = '10 10 3';
+ const float KH_KEY_BRIGHTNESS = 2;
+ bool kh_no_radar_circles;
+ // kh_state
+ //     bits  0- 4: team of key 1, or 0 for no such key, or 30 for dropped, or 31 for self
+ //     bits  5- 9: team of key 2, or 0 for no such key, or 30 for dropped, or 31 for self
+ //     bits 10-14: team of key 3, or 0 for no such key, or 30 for dropped, or 31 for self
+ //     bits 15-19: team of key 4, or 0 for no such key, or 30 for dropped, or 31 for self
+ .float siren_time;  //  time delay the siren
+ //.float stuff_time;  //  time delay to stuffcmd a cvar
+ int kh_keystatus[17];
+ //kh_keystatus[0] = status of dropped keys, kh_keystatus[1 - 16] = player #
+ //replace 17 with cvar("maxplayers") or similar !!!!!!!!!
+ //for(i = 0; i < maxplayers; ++i)
+ //    kh_keystatus[i] = "0";
+ int kh_Team_ByID(int t)
+ {
+       if(t == 0) return NUM_TEAM_1;
+       if(t == 1) return NUM_TEAM_2;
+       if(t == 2) return NUM_TEAM_3;
+       if(t == 3) return NUM_TEAM_4;
+       return 0;
+ }
+ //entity kh_worldkeylist;
+ .entity kh_worldkeynext;
+ entity kh_controller;
+ //bool kh_tracking_enabled;
+ int kh_teams;
+ int kh_interferemsg_team;
+ float kh_interferemsg_time;
+ .entity kh_next, kh_prev; // linked list
+ .float kh_droptime;
+ .int kh_dropperteam;
+ .entity kh_previous_owner;
+ .int kh_previous_owner_playerid;
+ int kh_key_dropped, kh_key_carried;
+ int kh_Key_AllOwnedByWhichTeam();
+ const int ST_KH_CAPS = 1;
+ void kh_ScoreRules(int teams)
+ {
+       GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
+         field_team(ST_KH_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
+         field(SP_KH_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
+         field(SP_KH_PUSHES, "pushes", 0);
+         field(SP_KH_DESTROYS, "destroyed", SFL_LOWER_IS_BETTER);
+         field(SP_KH_PICKUPS, "pickups", 0);
+         field(SP_KH_KCKILLS, "kckills", 0);
+         field(SP_KH_LOSSES, "losses", SFL_LOWER_IS_BETTER);
+       });
+ }
+ bool kh_KeyCarrier_waypointsprite_visible_for_player(entity this, entity player, entity view)  // runs all the time
+ {
+       if(!IS_PLAYER(view) || DIFF_TEAM(this, view))
+               if(!kh_tracking_enabled)
+                       return false;
+       return true;
+ }
+ bool kh_Key_waypointsprite_visible_for_player(entity this, entity player, entity view)
+ {
+       if(!kh_tracking_enabled)
+               return false;
+       if(!this.owner)
+               return true;
+       if(!this.owner.owner)
+               return true;
+       return false;  // draw only when key is not owned
+ }
+ void kh_update_state()
+ {
+       entity key;
+       int f;
+       int s = 0;
+       FOR_EACH_KH_KEY(key)
+       {
+               if(key.owner)
+                       f = key.team;
+               else
+                       f = 30;
+               s |= (32 ** key.count) * f;
+       }
+       FOREACH_CLIENT(true, { STAT(KH_KEYS, it) = s; });
+       FOR_EACH_KH_KEY(key)
+       {
+               if(key.owner)
+                       STAT(KH_KEYS, key.owner) |= (32 ** key.count) * 31;
+       }
+       //print(ftos((nextent(NULL)).kh_state), "\n");
+ }
+ var kh_Think_t kh_Controller_Thinkfunc;
+ void kh_Controller_SetThink(float t, kh_Think_t func)  // runs occasionaly
+ {
+       kh_Controller_Thinkfunc = func;
+       kh_controller.cnt = ceil(t);
+       if(t == 0)
+               kh_controller.nextthink = time; // force
+ }
+ void kh_WaitForPlayers();
+ void kh_Controller_Think(entity this)  // called a lot
+ {
+       if(game_stopped)
+               return;
+       if(this.cnt > 0)
+       {
+               if(getthink(this) != kh_WaitForPlayers)
+                       this.cnt -= 1;
+       }
+       else if(this.cnt == 0)
+       {
+               this.cnt -= 1;
+               kh_Controller_Thinkfunc();
+       }
+       this.nextthink = time + 1;
+ }
+ // frags f: take from cvar * f
+ // frags 0: no frags
+ void kh_Scores_Event(entity player, entity key, string what, float frags_player, float frags_owner)  // update the score when a key is captured
+ {
+       string s;
+       if(game_stopped)
+               return;
+       if(frags_player)
+               UpdateFrags(player, frags_player);
+       if(key && key.owner && frags_owner)
+               UpdateFrags(key.owner, frags_owner);
+       if(!autocvar_sv_eventlog)  //output extra info to the console or text file
+               return;
+       s = strcat(":keyhunt:", what, ":", ftos(player.playerid), ":", ftos(frags_player));
+       if(key && key.owner)
+               s = strcat(s, ":", ftos(key.owner.playerid));
+       else
+               s = strcat(s, ":0");
+       s = strcat(s, ":", ftos(frags_owner), ":");
+       if(key)
+               s = strcat(s, key.netname);
+       GameLogEcho(s);
+ }
+ vector kh_AttachedOrigin(entity e)  // runs when a team captures the flag, it can run 2 or 3 times.
+ {
+       if(e.tag_entity)
+       {
+               makevectors(e.tag_entity.angles);
+               return e.tag_entity.origin + e.origin.x * v_forward - e.origin.y * v_right + e.origin.z * v_up;
+       }
+       else
+               return e.origin;
+ }
+ void kh_Key_Attach(entity key)  // runs when a player picks up a key and several times when a key is assigned to a player at the start of a round
+ {
+ #ifdef KH_PLAYER_USE_ATTACHMENT
+       entity first = key.owner.kh_next;
+       if(key == first)
+       {
+               setattachment(key, key.owner, KH_PLAYER_ATTACHMENT_BONE);
+               if(key.kh_next)
+               {
+                       setattachment(key.kh_next, key, "");
+                       setorigin(key, key.kh_next.origin - 0.5 * KH_PLAYER_ATTACHMENT_DIST);
+                       setorigin(key.kh_next, KH_PLAYER_ATTACHMENT_DIST_ROTATED);
+                       key.kh_next.angles = '0 0 0';
+               }
+               else
+                       setorigin(key, KH_PLAYER_ATTACHMENT);
+               key.angles = KH_PLAYER_ATTACHMENT_ANGLES;
+       }
+       else
+       {
+               setattachment(key, key.kh_prev, "");
+               if(key.kh_next)
+                       setattachment(key.kh_next, key, "");
+               setorigin(key, KH_PLAYER_ATTACHMENT_DIST_ROTATED);
+               setorigin(first, first.origin - 0.5 * KH_PLAYER_ATTACHMENT_DIST);
+               key.angles = '0 0 0';
+       }
+ #else
+       setattachment(key, key.owner, "");
+       setorigin(key, '0 0 1' * KH_KEY_ZSHIFT);  // fixing x, y in think
+       key.angles_y -= key.owner.angles.y;
+ #endif
+       key.flags = 0;
+       if(IL_CONTAINS(g_items, key))
+               IL_REMOVE(g_items, key);
+       key.solid = SOLID_NOT;
+       set_movetype(key, MOVETYPE_NONE);
+       key.team = key.owner.team;
+       key.nextthink = time;
+       key.damageforcescale = 0;
+       key.takedamage = DAMAGE_NO;
+       key.modelindex = kh_key_carried;
+       navigation_dynamicgoal_unset(key);
+ }
+ void kh_Key_Detach(entity key) // runs every time a key is dropped or lost. Runs several times times when all the keys are captured
+ {
+ #ifdef KH_PLAYER_USE_ATTACHMENT
+       entity first = key.owner.kh_next;
+       if(key == first)
+       {
+               if(key.kh_next)
+               {
+                       setattachment(key.kh_next, key.owner, KH_PLAYER_ATTACHMENT_BONE);
+                       setorigin(key.kh_next, key.origin + 0.5 * KH_PLAYER_ATTACHMENT_DIST);
+                       key.kh_next.angles = KH_PLAYER_ATTACHMENT_ANGLES;
+               }
+       }
+       else
+       {
+               if(key.kh_next)
+                       setattachment(key.kh_next, key.kh_prev, "");
+               setorigin(first, first.origin + 0.5 * KH_PLAYER_ATTACHMENT_DIST);
+       }
+       // in any case:
+       setattachment(key, NULL, "");
+       setorigin(key, key.owner.origin + '0 0 1' * (STAT(PL_MIN, key.owner).z - KH_KEY_MIN_z));
+       key.angles = key.owner.angles;
+ #else
+       setorigin(key, key.owner.origin + key.origin.z * '0 0 1');
+       setattachment(key, NULL, "");
+       key.angles_y += key.owner.angles.y;
+ #endif
+       key.flags = FL_ITEM;
+       if(!IL_CONTAINS(g_items, key))
+               IL_PUSH(g_items, key);
+       key.solid = SOLID_TRIGGER;
+       set_movetype(key, MOVETYPE_TOSS);
+       key.pain_finished = time + autocvar_g_balance_keyhunt_delay_return;
+       key.damageforcescale = autocvar_g_balance_keyhunt_damageforcescale;
+       key.takedamage = DAMAGE_YES;
+       // let key.team stay
+       key.modelindex = kh_key_dropped;
+       navigation_dynamicgoal_set(key);
+       key.kh_previous_owner = key.owner;
+       key.kh_previous_owner_playerid = key.owner.playerid;
+ }
+ void kh_Key_AssignTo(entity key, entity player)  // runs every time a key is picked up or assigned. Runs prior to kh_key_attach
+ {
+       if(key.owner == player)
+               return;
+       int ownerteam0 = kh_Key_AllOwnedByWhichTeam();
+       if(key.owner)
+       {
+               kh_Key_Detach(key);
+               // remove from linked list
+               if(key.kh_next)
+                       key.kh_next.kh_prev = key.kh_prev;
+               key.kh_prev.kh_next = key.kh_next;
+               key.kh_next = NULL;
+               key.kh_prev = NULL;
+               if(key.owner.kh_next == NULL)
+               {
+                       // No longer a key carrier
+                       if(!kh_no_radar_circles)
+                               WaypointSprite_Ping(key.owner.waypointsprite_attachedforcarrier);
+                       WaypointSprite_DetachCarrier(key.owner);
+               }
+       }
+       key.owner = player;
+       if(player)
+       {
+               // insert into linked list
+               key.kh_next = player.kh_next;
+               key.kh_prev = player;
+               player.kh_next = key;
+               if(key.kh_next)
+                       key.kh_next.kh_prev = key;
+               float i;
+               i = kh_keystatus[key.owner.playerid];
+                       if(key.netname == "^1red key")
+                               i += 1;
+                       if(key.netname == "^4blue key")
+                               i += 2;
+                       if(key.netname == "^3yellow key")
+                               i += 4;
+                       if(key.netname == "^6pink key")
+                               i += 8;
+               kh_keystatus[key.owner.playerid] = i;
+               kh_Key_Attach(key);
+               if(key.kh_next == NULL)
+               {
+                       // player is now a key carrier
+                       entity wp = WaypointSprite_AttachCarrier(WP_Null, player, RADARICON_FLAGCARRIER);
+                       wp.colormod = colormapPaletteColor(player.team - 1, 0);
+                       player.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = kh_KeyCarrier_waypointsprite_visible_for_player;
+                       WaypointSprite_UpdateRule(player.waypointsprite_attachedforcarrier, player.team, SPRITERULE_TEAMPLAY);
+                       if(player.team == NUM_TEAM_1)
+                               WaypointSprite_UpdateSprites(player.waypointsprite_attachedforcarrier, WP_KeyCarrierRed, WP_KeyCarrierFriend, WP_KeyCarrierRed);
+                       else if(player.team == NUM_TEAM_2)
+                               WaypointSprite_UpdateSprites(player.waypointsprite_attachedforcarrier, WP_KeyCarrierBlue, WP_KeyCarrierFriend, WP_KeyCarrierBlue);
+                       else if(player.team == NUM_TEAM_3)
+                               WaypointSprite_UpdateSprites(player.waypointsprite_attachedforcarrier, WP_KeyCarrierYellow, WP_KeyCarrierFriend, WP_KeyCarrierYellow);
+                       else if(player.team == NUM_TEAM_4)
+                               WaypointSprite_UpdateSprites(player.waypointsprite_attachedforcarrier, WP_KeyCarrierPink, WP_KeyCarrierFriend, WP_KeyCarrierPink);
+                       if(!kh_no_radar_circles)
+                               WaypointSprite_Ping(player.waypointsprite_attachedforcarrier);
+               }
+       }
+       // moved that here, also update if there's no player
+       kh_update_state();
+       key.pusher = NULL;
+       int ownerteam = kh_Key_AllOwnedByWhichTeam();
+       if(ownerteam != ownerteam0)
+       {
+               entity k;
+               if(ownerteam != -1)
+               {
+                       kh_interferemsg_time = time + 0.2;
+                       kh_interferemsg_team = player.team;
+                       // audit all key carrier sprites, update them to "Run here"
+                       FOR_EACH_KH_KEY(k)
+                       {
+                               if (!k.owner) continue;
+                               entity first = WP_Null;
+                               FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model1, { first = it; break; });
+                               entity third = WP_Null;
+                               FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model3, { third = it; break; });
+                               WaypointSprite_UpdateSprites(k.owner.waypointsprite_attachedforcarrier, first, WP_KeyCarrierFinish, third);
+                       }
+               }
+               else
+               {
+                       kh_interferemsg_time = 0;
+                       // audit all key carrier sprites, update them to "Key Carrier"
+                       FOR_EACH_KH_KEY(k)
+                       {
+                               if (!k.owner) continue;
+                               entity first = WP_Null;
+                               FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model1, { first = it; break; });
+                               entity third = WP_Null;
+                               FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model3, { third = it; break; });
+                               WaypointSprite_UpdateSprites(k.owner.waypointsprite_attachedforcarrier, first, WP_KeyCarrierFriend, third);
+                       }
+               }
+       }
+ }
+ void kh_Key_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+ {
+       if(this.owner)
+               return;
+       if(ITEM_DAMAGE_NEEDKILL(deathtype))
+       {
+               this.pain_finished = bound(time, time + autocvar_g_balance_keyhunt_delay_damage_return, this.pain_finished);
+               return;
+       }
+       if(force == '0 0 0')
+               return;
+       if(time > this.pushltime)
+               if(IS_PLAYER(attacker))
+                       this.team = attacker.team;
+ }
+ void kh_Key_Collect(entity key, entity player)  //a player picks up a dropped key
+ {
+       sound(player, CH_TRIGGER, SND_KH_COLLECT, VOL_BASE, ATTEN_NORM);
+       if(key.kh_dropperteam != player.team)
+       {
+               kh_Scores_Event(player, key, "collect", autocvar_g_balance_keyhunt_score_collect, 0);
+               GameRules_scoring_add(player, KH_PICKUPS, 1);
+       }
+       key.kh_dropperteam = 0;
+       int realteam = kh_Team_ByID(key.count);
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(realteam, INFO_KEYHUNT_PICKUP), player.netname);
+       kh_Key_AssignTo(key, player); // this also updates .kh_state
+ }
+ void kh_Key_Touch(entity this, entity toucher)  // runs many, many times when a key has been dropped and can be picked up
+ {
+       if(game_stopped)
+               return;
+       if(this.owner) // already carried
+               return;
+       if(ITEM_TOUCH_NEEDKILL())
+       {
+               this.pain_finished = bound(time, time + autocvar_g_balance_keyhunt_delay_damage_return, this.pain_finished);
+               return;
+       }
+       if (!IS_PLAYER(toucher))
+               return;
+       if(IS_DEAD(toucher))
+               return;
+       if(toucher == this.enemy)
+               if(time < this.kh_droptime + autocvar_g_balance_keyhunt_delay_collect)
+                       return;  // you just dropped it!
+       kh_Key_Collect(this, toucher);
+ }
+ void kh_Key_Remove(entity key)  // runs after when all the keys have been collected or when a key has been dropped for more than X seconds
+ {
+       entity o = key.owner;
+       kh_Key_AssignTo(key, NULL);
+       if(o) // it was attached
+               WaypointSprite_Kill(key.waypointsprite_attachedforcarrier);
+       else // it was dropped
+               WaypointSprite_DetachCarrier(key);
+       // remove key from key list
+       if (kh_worldkeylist == key)
+               kh_worldkeylist = kh_worldkeylist.kh_worldkeynext;
+       else
+       {
+               o = kh_worldkeylist;
+               while (o)
+               {
+                       if (o.kh_worldkeynext == key)
+                       {
+                               o.kh_worldkeynext = o.kh_worldkeynext.kh_worldkeynext;
+                               break;
+                       }
+                       o = o.kh_worldkeynext;
+               }
+       }
+       delete(key);
+       kh_update_state();
+ }
+ void kh_FinishRound()  // runs when a team captures the keys
+ {
+       // prepare next round
+       kh_interferemsg_time = 0;
+       entity key;
+       kh_no_radar_circles = true;
+       FOR_EACH_KH_KEY(key)
+               kh_Key_Remove(key);
+       kh_no_radar_circles = false;
+       Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEYHUNT_ROUNDSTART, autocvar_g_balance_keyhunt_delay_round);
+       kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round, kh_StartRound);
+ }
+ void nades_GiveBonus(entity player, float score);
+ void kh_WinnerTeam(int winner_team)  // runs when a team wins
+ {
+       // all key carriers get some points
+       entity key;
+       float score = (NumTeams(kh_teams) - 1) * autocvar_g_balance_keyhunt_score_capture;
+       DistributeEvenly_Init(score, NumTeams(kh_teams));
+       // twice the score for 3 team games, three times the score for 4 team games!
+       // note: for a win by destroying the key, this should NOT be applied
+       FOR_EACH_KH_KEY(key)
+       {
+               float f = DistributeEvenly_Get(1);
+               kh_Scores_Event(key.owner, key, "capture", f, 0);
+               GameRules_scoring_add_team(key.owner, KH_CAPS, 1);
+               nades_GiveBonus(key.owner, autocvar_g_nades_bonus_score_high);
+       }
+       bool first = true;
+       string keyowner = "";
+       FOR_EACH_KH_KEY(key)
+               if(key.owner.kh_next == key)
+               {
+                       if(!first)
+                               keyowner = strcat(keyowner, ", ");
+                       keyowner = key.owner.netname;
+                       first = false;
+               }
+       Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_KEYHUNT_CAPTURE), keyowner);
+       first = true;
+       vector firstorigin = '0 0 0', lastorigin = '0 0 0', midpoint = '0 0 0';
+       FOR_EACH_KH_KEY(key)
+       {
+               vector thisorigin = kh_AttachedOrigin(key);
+               //dprint("Key origin: ", vtos(thisorigin), "\n");
+               midpoint += thisorigin;
+               if(!first)
+                       te_lightning2(NULL, lastorigin, thisorigin);
+               lastorigin = thisorigin;
+               if(first)
+                       firstorigin = thisorigin;
+               first = false;
+       }
+       if(NumTeams(kh_teams) > 2)
+       {
+               te_lightning2(NULL, lastorigin, firstorigin);
+       }
+       midpoint = midpoint * (1 / NumTeams(kh_teams));
+       te_customflash(midpoint, 1000, 1, Team_ColorRGB(winner_team) * 0.5 + '0.5 0.5 0.5');  // make the color >=0.5 in each component
+       play2all(SND(KH_CAPTURE));
+       kh_FinishRound();
+ }
+ void kh_LoserTeam(int loser_team, entity lostkey)  // runs when a player pushes a flag carrier off the map
+ {
+       float f;
+       entity attacker = NULL;
+       if(lostkey.pusher)
+               if(lostkey.pusher.team != loser_team)
+                       if(IS_PLAYER(lostkey.pusher))
+                               attacker = lostkey.pusher;
+       if(attacker)
+       {
+               if(lostkey.kh_previous_owner)
+                       kh_Scores_Event(lostkey.kh_previous_owner, NULL, "pushed", 0, -autocvar_g_balance_keyhunt_score_push);
+                       // don't actually GIVE him the -nn points, just log
+               kh_Scores_Event(attacker, NULL, "push", autocvar_g_balance_keyhunt_score_push, 0);
+               GameRules_scoring_add(attacker, KH_PUSHES, 1);
+               //centerprint(attacker, "Your push is the best!"); // does this really need to exist?
+       }
+       else
+       {
+               int players = 0;
+               float of = autocvar_g_balance_keyhunt_score_destroyed_ownfactor;
+               FOREACH_CLIENT(IS_PLAYER(it) && it.team != loser_team, { ++players; });
+               entity key;
+               int keys = 0;
+               FOR_EACH_KH_KEY(key)
+                       if(key.owner && key.team != loser_team)
+                               ++keys;
+               if(lostkey.kh_previous_owner)
+                       kh_Scores_Event(lostkey.kh_previous_owner, NULL, "destroyed", 0, -autocvar_g_balance_keyhunt_score_destroyed);
+                       // don't actually GIVE him the -nn points, just log
+               if(lostkey.kh_previous_owner.playerid == lostkey.kh_previous_owner_playerid)
+                       GameRules_scoring_add(lostkey.kh_previous_owner, KH_DESTROYS, 1);
+               DistributeEvenly_Init(autocvar_g_balance_keyhunt_score_destroyed, keys * of + players);
+               FOR_EACH_KH_KEY(key)
+                       if(key.owner && key.team != loser_team)
+                       {
+                               f = DistributeEvenly_Get(of);
+                               kh_Scores_Event(key.owner, NULL, "destroyed_holdingkey", f, 0);
+                       }
+               int fragsleft = DistributeEvenly_Get(players);
+               // Now distribute these among all other teams...
+               int j = NumTeams(kh_teams) - 1;
+               for(int i = 0; i < NumTeams(kh_teams); ++i)
+               {
+                       int thisteam = kh_Team_ByID(i);
+                       if(thisteam == loser_team) // bad boy, no cookie - this WILL happen
+                               continue;
+                       players = 0;
+                       FOREACH_CLIENT(IS_PLAYER(it) && it.team == thisteam, { ++players; });
+                       DistributeEvenly_Init(fragsleft, j);
+                       fragsleft = DistributeEvenly_Get(j - 1);
+                       DistributeEvenly_Init(DistributeEvenly_Get(1), players);
+                       FOREACH_CLIENT(IS_PLAYER(it) && it.team == thisteam, {
+                               f = DistributeEvenly_Get(1);
+                               kh_Scores_Event(it, NULL, "destroyed", f, 0);
+                       });
+                       --j;
+               }
+       }
+       int realteam = kh_Team_ByID(lostkey.count);
+       Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(loser_team, CENTER_ROUND_TEAM_LOSS));
+       if(attacker)
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(realteam, INFO_KEYHUNT_PUSHED), attacker.netname, lostkey.kh_previous_owner.netname);
+       else
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(realteam, INFO_KEYHUNT_DESTROYED), lostkey.kh_previous_owner.netname);
+       play2all(SND(KH_DESTROY));
+       te_tarexplosion(lostkey.origin);
+       kh_FinishRound();
+ }
+ void kh_Key_Think(entity this)  // runs all the time
+ {
+       if(game_stopped)
+               return;
+       if(this.owner)
+       {
+ #ifndef KH_PLAYER_USE_ATTACHMENT
+               makevectors('0 1 0' * (this.cnt + (time % 360) * KH_KEY_XYSPEED));
+               setorigin(this, v_forward * KH_KEY_XYDIST + '0 0 1' * this.origin.z);
+ #endif
+       }
+       // if in nodrop or time over, end the round
+       if(!this.owner)
+               if(time > this.pain_finished)
+                       kh_LoserTeam(this.team, this);
+       if(this.owner)
+       if(kh_Key_AllOwnedByWhichTeam() != -1)
+       {
+               if(this.siren_time < time)
+               {
+                       sound(this.owner, CH_TRIGGER, SND_KH_ALARM, VOL_BASE, ATTEN_NORM);  // play a simple alarm
+                       this.siren_time = time + 2.5;  // repeat every 2.5 seconds
+               }
+               entity key;
+               vector p = this.owner.origin;
+               FOR_EACH_KH_KEY(key)
+                       if(vdist(key.owner.origin - p, >, autocvar_g_balance_keyhunt_maxdist))
+                               goto not_winning;
+               kh_WinnerTeam(this.team);
+ LABEL(not_winning)
+       }
+       if(kh_interferemsg_time && time > kh_interferemsg_time)
+       {
+               kh_interferemsg_time = 0;
+               FOREACH_CLIENT(IS_PLAYER(it), {
+                       if(it.team == kh_interferemsg_team)
+                               if(it.kh_next)
+                                       Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_KEYHUNT_MEET);
+                               else
+                                       Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_KEYHUNT_HELP);
+                       else
+                               Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(kh_interferemsg_team, CENTER_KEYHUNT_INTERFERE));
+               });
+       }
+       this.nextthink = time + 0.05;
+ }
+ void key_reset(entity this)
+ {
+       kh_Key_AssignTo(this, NULL);
+       kh_Key_Remove(this);
+ }
+ const string STR_ITEM_KH_KEY = "item_kh_key";
+ void kh_Key_Spawn(entity initial_owner, float _angle, float i)  // runs every time a new flag is created, ie after all the keys have been collected
+ {
+       entity key = spawn();
+       key.count = i;
+       key.classname = STR_ITEM_KH_KEY;
+       settouch(key, kh_Key_Touch);
+       setthink(key, kh_Key_Think);
+       key.nextthink = time;
+       key.items = IT_KEY1 | IT_KEY2;
+       key.cnt = _angle;
+       key.angles = '0 360 0' * random();
+       key.event_damage = kh_Key_Damage;
+       key.takedamage = DAMAGE_YES;
+       key.damagedbytriggers = autocvar_g_balance_keyhunt_return_when_unreachable;
+       key.damagedbycontents = autocvar_g_balance_keyhunt_return_when_unreachable;
+       key.modelindex = kh_key_dropped;
+       key.model = "key";
+       key.kh_dropperteam = 0;
+       key.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+       setsize(key, KH_KEY_MIN, KH_KEY_MAX);
+       key.colormod = Team_ColorRGB(initial_owner.team) * KH_KEY_BRIGHTNESS;
+       key.reset = key_reset;
+       navigation_dynamicgoal_init(key, false);
+       switch(initial_owner.team)
+       {
+               case NUM_TEAM_1:
+                       key.netname = "^1red key";
+                       break;
+               case NUM_TEAM_2:
+                       key.netname = "^4blue key";
+                       break;
+               case NUM_TEAM_3:
+                       key.netname = "^3yellow key";
+                       break;
+               case NUM_TEAM_4:
+                       key.netname = "^6pink key";
+                       break;
+               default:
+                       key.netname = "NETGIER key";
+                       break;
+       }
+       // link into key list
+       key.kh_worldkeynext = kh_worldkeylist;
+       kh_worldkeylist = key;
+       Send_Notification(NOTIF_ONE, initial_owner, MSG_CENTER, APP_TEAM_NUM(initial_owner.team, CENTER_KEYHUNT_START));
+       WaypointSprite_Spawn(WP_KeyDropped, 0, 0, key, '0 0 1' * KH_KEY_WP_ZSHIFT, NULL, key.team, key, waypointsprite_attachedforcarrier, false, RADARICON_FLAG);
+       key.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = kh_Key_waypointsprite_visible_for_player;
+       kh_Key_AssignTo(key, initial_owner);
+ }
+ // -1 when no team completely owns all keys yet
+ int kh_Key_AllOwnedByWhichTeam()  // constantly called. check to see if all the keys are owned by the same team
+ {
+       entity key;
+       int teem = -1;
+       int keys = NumTeams(kh_teams);
+       FOR_EACH_KH_KEY(key)
+       {
+               if(!key.owner)
+                       return -1;
+               if(teem == -1)
+                       teem = key.team;
+               else if(teem != key.team)
+                       return -1;
+               --keys;
+       }
+       if(keys != 0)
+               return -1;
+       return teem;
+ }
+ void kh_Key_DropOne(entity key)
+ {
+       // prevent collecting this one for some time
+       entity player = key.owner;
+       key.kh_droptime = time;
+       key.enemy = player;
+       kh_Scores_Event(player, key, "dropkey", 0, 0);
+       GameRules_scoring_add(player, KH_LOSSES, 1);
+       int realteam = kh_Team_ByID(key.count);
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(realteam, INFO_KEYHUNT_DROP), player.netname);
+       kh_Key_AssignTo(key, NULL);
+       makevectors(player.v_angle);
+       key.velocity = W_CalculateProjectileVelocity(player, player.velocity, autocvar_g_balance_keyhunt_throwvelocity * v_forward, false);
+       key.pusher = NULL;
+       key.pushltime = time + autocvar_g_balance_keyhunt_protecttime;
+       key.kh_dropperteam = key.team;
+       sound(player, CH_TRIGGER, SND_KH_DROP, VOL_BASE, ATTEN_NORM);
+ }
+ void kh_Key_DropAll(entity player, float suicide) // runs whenever a player dies
+ {
+       if(player.kh_next)
+       {
+               entity mypusher = NULL;
+               if(player.pusher)
+                       if(time < player.pushltime)
+                               mypusher = player.pusher;
+               entity key;
+               while((key = player.kh_next))
+               {
+                       kh_Scores_Event(player, key, "losekey", 0, 0);
+                       GameRules_scoring_add(player, KH_LOSSES, 1);
+                       int realteam = kh_Team_ByID(key.count);
+                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(realteam, INFO_KEYHUNT_LOST), player.netname);
+                       kh_Key_AssignTo(key, NULL);
+                       makevectors('-1 0 0' * (45 + 45 * random()) + '0 360 0' * random());
+                       key.velocity = W_CalculateProjectileVelocity(player, player.velocity, autocvar_g_balance_keyhunt_dropvelocity * v_forward, false);
+                       key.pusher = mypusher;
+                       key.pushltime = time + autocvar_g_balance_keyhunt_protecttime;
+                       if(suicide)
+                               key.kh_dropperteam = player.team;
+               }
+               sound(player, CH_TRIGGER, SND_KH_DROP, VOL_BASE, ATTEN_NORM);
+       }
+ }
+ int kh_GetMissingTeams()
+ {
+       int missing_teams = 0;
+       for(int i = 0; i < NumTeams(kh_teams); ++i)
+       {
+               int teem = kh_Team_ByID(i);
+               int players = 0;
+               FOREACH_CLIENT(IS_PLAYER(it), {
+                       if(!IS_DEAD(it) && !PHYS_INPUT_BUTTON_CHAT(it) && it.team == teem)
+                               ++players;
+               });
+               if (!players)
+                       missing_teams |= (2 ** i);
+       }
+       return missing_teams;
+ }
+ void kh_WaitForPlayers()  // delay start of the round until enough players are present
+ {
+       static int prev_missing_teams_mask;
+       if(time < game_starttime)
+       {
+               if (prev_missing_teams_mask > 0)
+                       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
+               prev_missing_teams_mask = -1;
+               kh_Controller_SetThink(game_starttime - time + 0.1, kh_WaitForPlayers);
+               return;
+       }
+       int missing_teams_mask = kh_GetMissingTeams();
+       if(!missing_teams_mask)
+       {
+               if(prev_missing_teams_mask > 0)
+                       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
+               prev_missing_teams_mask = -1;
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEYHUNT_ROUNDSTART, autocvar_g_balance_keyhunt_delay_round);
+               kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round, kh_StartRound);
+       }
+       else
+       {
+               if(player_count == 0)
+               {
+                       if(prev_missing_teams_mask > 0)
+                               Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
+                       prev_missing_teams_mask = -1;
+               }
+               else
+               {
+                       if(prev_missing_teams_mask != missing_teams_mask)
+                       {
+                               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
+                               prev_missing_teams_mask = missing_teams_mask;
+                       }
+               }
+               kh_Controller_SetThink(1, kh_WaitForPlayers);
+       }
+ }
+ void kh_EnableTrackingDevice()  // runs after each round
+ {
+       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_KEYHUNT);
+       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_KEYHUNT_OTHER);
+       kh_tracking_enabled = true;
+ }
+ void kh_StartRound()  // runs at the start of each round
+ {
+       if(time < game_starttime)
+       {
+               kh_Controller_SetThink(game_starttime - time + 0.1, kh_WaitForPlayers);
+               return;
+       }
+       if(kh_GetMissingTeams())
+       {
+               kh_Controller_SetThink(1, kh_WaitForPlayers);
+               return;
+       }
+       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_KEYHUNT);
+       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_KEYHUNT_OTHER);
+       for(int i = 0; i < NumTeams(kh_teams); ++i)
+       {
+               int teem = kh_Team_ByID(i);
+               int players = 0;
+               entity my_player = NULL;
+               FOREACH_CLIENT(IS_PLAYER(it), {
+                       if(!IS_DEAD(it) && !PHYS_INPUT_BUTTON_CHAT(it) && it.team == teem)
+                       {
+                               ++players;
+                               if(random() * players <= 1)
+                                       my_player = it;
+                       }
+               });
+               kh_Key_Spawn(my_player, 360 * i / NumTeams(kh_teams), i);
+       }
+       kh_tracking_enabled = false;
+       Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEYHUNT_SCAN, autocvar_g_balance_keyhunt_delay_tracking);
+       kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_tracking, kh_EnableTrackingDevice);
+ }
+ float kh_HandleFrags(entity attacker, entity targ, float f)  // adds to the player score
+ {
+       if(attacker == targ)
+               return f;
+       if(targ.kh_next)
+       {
+               if(attacker.team == targ.team)
+               {
+                       int nk = 0;
+                       for(entity k = targ.kh_next; k != NULL; k = k.kh_next)
+                               ++nk;
+                       kh_Scores_Event(attacker, targ.kh_next, "carrierfrag", -nk * autocvar_g_balance_keyhunt_score_collect, 0);
+               }
+               else
+               {
+                       kh_Scores_Event(attacker, targ.kh_next, "carrierfrag", autocvar_g_balance_keyhunt_score_carrierfrag-1, 0);
+                       GameRules_scoring_add(attacker, KH_KCKILLS, 1);
+                       // the frag gets added later
+               }
+       }
+       return f;
+ }
+ void kh_Initialize()  // sets up th KH environment
+ {
+       // setup variables
+       kh_teams = autocvar_g_keyhunt_teams_override;
+       if(kh_teams < 2)
+               kh_teams = cvar("g_keyhunt_teams"); // read the cvar directly as it gets written earlier in the same frame
+       kh_teams = BITS(bound(2, kh_teams, 4));
+       // make a KH entity for controlling the game
+       kh_controller = spawn();
+       setthink(kh_controller, kh_Controller_Think);
+       kh_Controller_SetThink(0, kh_WaitForPlayers);
+       setmodel(kh_controller, MDL_KH_KEY);
+       kh_key_dropped = kh_controller.modelindex;
+       /*
+       dprint(vtos(kh_controller.mins));
+       dprint(vtos(kh_controller.maxs));
+       dprint("\n");
+       */
+ #ifdef KH_PLAYER_USE_CARRIEDMODEL
+       setmodel(kh_controller, MDL_KH_KEY_CARRIED);
+       kh_key_carried = kh_controller.modelindex;
+ #else
+       kh_key_carried = kh_key_dropped;
+ #endif
+       kh_controller.model = "";
+       kh_controller.modelindex = 0;
+       kh_ScoreRules(kh_teams);
+ }
+ void kh_finalize()
+ {
+       // to be called before intermission
+       kh_FinishRound();
+       delete(kh_controller);
+       kh_controller = NULL;
+ }
+ // legacy bot role
+ void(entity this) havocbot_role_kh_carrier;
+ void(entity this) havocbot_role_kh_defense;
+ void(entity this) havocbot_role_kh_offense;
+ void(entity this) havocbot_role_kh_freelancer;
+ void havocbot_goalrating_kh(entity this, float ratingscale_team, float ratingscale_dropped, float ratingscale_enemy)
+ {
+       entity head;
+       for (head = kh_worldkeylist; head; head = head.kh_worldkeynext)
+       {
+               if(head.owner == this)
+                       continue;
+               if(!kh_tracking_enabled)
+               {
+                       // if it's carried by our team we know about it
+                       // otherwise we have to see it to know about it
+                       if(!head.owner || head.team != this.team)
+                       {
+                               traceline(this.origin + this.view_ofs, head.origin, MOVE_NOMONSTERS, this);
+                               if (trace_fraction < 1 && trace_ent != head)
+                                       continue; // skip what I can't see
+                       }
+               }
+               if(!head.owner)
+                       navigation_routerating(this, head, ratingscale_dropped * 10000, 100000);
+               else if(head.team == this.team)
+                       navigation_routerating(this, head.owner, ratingscale_team * 10000, 100000);
+               else
+                       navigation_routerating(this, head.owner, ratingscale_enemy * 10000, 100000);
+       }
+       havocbot_goalrating_items(this, 1, this.origin, 10000);
+ }
+ void havocbot_role_kh_carrier(entity this)
+ {
+       if(IS_DEAD(this))
+               return;
+       if (!(this.kh_next))
+       {
+               LOG_TRACE("changing role to freelancer");
+               this.havocbot_role = havocbot_role_kh_freelancer;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
+               if(kh_Key_AllOwnedByWhichTeam() == this.team)
 -                      havocbot_goalrating_kh(this, 4, 4, 1); // play defensively
++                      havocbot_goalrating_kh(this, 10, 0.1, 0.05); // bring home
+               else
 -                      havocbot_goalrating_kh(this, 10, 0.1, 0.1); // defend key carriers
++                      havocbot_goalrating_kh(this, 4, 4, 0.5); // play defensively
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_kh_defense(entity this)
+ {
+       if(IS_DEAD(this))
+               return;
+       if (this.kh_next)
+       {
+               LOG_TRACE("changing role to carrier");
+               this.havocbot_role = havocbot_role_kh_carrier;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + random() * 10 + 20;
+       if (time > this.havocbot_role_timeout)
+       {
+               LOG_TRACE("changing role to freelancer");
+               this.havocbot_role = havocbot_role_kh_freelancer;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               float key_owner_team;
+               navigation_goalrating_start(this);
+               key_owner_team = kh_Key_AllOwnedByWhichTeam();
+               if(key_owner_team == this.team)
 -                      havocbot_goalrating_kh(this, 4, 1, 0.1); // play defensively
++                      havocbot_goalrating_kh(this, 10, 0.1, 0.05); // defend key carriers
+               else if(key_owner_team == -1)
 -                      havocbot_goalrating_kh(this, 0.1, 0.1, 10); // ATTACK ANYWAY
++                      havocbot_goalrating_kh(this, 4, 1, 0.05); // play defensively
+               else
 -                      havocbot_goalrating_kh(this, 10, 0.1, 0.1); // defend anyway
++                      havocbot_goalrating_kh(this, 0.1, 0.1, 5); // ATTACK ANYWAY
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_kh_offense(entity this)
+ {
+       if(IS_DEAD(this))
+               return;
+       if (this.kh_next)
+       {
+               LOG_TRACE("changing role to carrier");
+               this.havocbot_role = havocbot_role_kh_carrier;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + random() * 10 + 20;
+       if (time > this.havocbot_role_timeout)
+       {
+               LOG_TRACE("changing role to freelancer");
+               this.havocbot_role = havocbot_role_kh_freelancer;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               float key_owner_team;
+               navigation_goalrating_start(this);
+               key_owner_team = kh_Key_AllOwnedByWhichTeam();
+               if(key_owner_team == this.team)
 -                      havocbot_goalrating_kh(this, 0.1, 1, 4); // play offensively
++                      havocbot_goalrating_kh(this, 10, 0.1, 0.05); // defend anyway
+               else if(key_owner_team == -1)
 -                      havocbot_goalrating_kh(this, 0.1, 0.1, 10); // ATTACK! EMERGENCY!
++                      havocbot_goalrating_kh(this, 0.1, 1, 2); // play offensively
+               else
 -                      havocbot_goalrating_kh(this, 10, 0.1, 0.1); // defend anyway
++                      havocbot_goalrating_kh(this, 0.1, 0.1, 5); // ATTACK! EMERGENCY!
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ void havocbot_role_kh_freelancer(entity this)
+ {
+       if(IS_DEAD(this))
+               return;
+       if (this.kh_next)
+       {
+               LOG_TRACE("changing role to carrier");
+               this.havocbot_role = havocbot_role_kh_carrier;
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + random() * 10 + 10;
+       if (time > this.havocbot_role_timeout)
+       {
+               if (random() < 0.5)
+               {
+                       LOG_TRACE("changing role to offense");
+                       this.havocbot_role = havocbot_role_kh_offense;
+               }
+               else
+               {
+                       LOG_TRACE("changing role to defense");
+                       this.havocbot_role = havocbot_role_kh_defense;
+               }
+               this.havocbot_role_timeout = 0;
+               return;
+       }
+       if (navigation_goalrating_timeout(this))
+       {
+               navigation_goalrating_start(this);
+               int key_owner_team = kh_Key_AllOwnedByWhichTeam();
+               if(key_owner_team == this.team)
 -                      havocbot_goalrating_kh(this, 1, 10, 4); // prefer dropped keys
++                      havocbot_goalrating_kh(this, 10, 0.1, 0.05); // defend anyway
+               else if(key_owner_team == -1)
 -                      havocbot_goalrating_kh(this, 0.1, 0.1, 10); // ATTACK ANYWAY
++                      havocbot_goalrating_kh(this, 1, 10, 2); // prefer dropped keys
+               else
++                      havocbot_goalrating_kh(this, 0.1, 0.1, 5); // ATTACK ANYWAY
+               navigation_goalrating_end(this);
+               navigation_goalrating_timeout_set(this);
+       }
+ }
+ // register this as a mutator
+ MUTATOR_HOOKFUNCTION(kh, ClientDisconnect)
+ {
+       entity player = M_ARGV(0, entity);
+       kh_Key_DropAll(player, true);
+ }
+ MUTATOR_HOOKFUNCTION(kh, MakePlayerObserver)
+ {
+       entity player = M_ARGV(0, entity);
+       kh_Key_DropAll(player, true);
+ }
+ MUTATOR_HOOKFUNCTION(kh, PlayerDies)
+ {
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       if(frag_target == frag_attacker)
+               kh_Key_DropAll(frag_target, true);
+       else if(IS_PLAYER(frag_attacker))
+               kh_Key_DropAll(frag_target, false);
+       else
+               kh_Key_DropAll(frag_target, true);
+ }
+ MUTATOR_HOOKFUNCTION(kh, GiveFragsForKill, CBC_ORDER_FIRST)
+ {
+       entity frag_attacker = M_ARGV(0, entity);
+       entity frag_target = M_ARGV(1, entity);
+       float frag_score = M_ARGV(2, float);
+       M_ARGV(2, float) = kh_HandleFrags(frag_attacker, frag_target, frag_score);
+ }
+ MUTATOR_HOOKFUNCTION(kh, MatchEnd)
+ {
+       kh_finalize();
+ }
+ MUTATOR_HOOKFUNCTION(kh, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
+ {
+       M_ARGV(0, float) = kh_teams;
+ }
+ MUTATOR_HOOKFUNCTION(kh, SpectateCopy)
+ {
+       entity spectatee = M_ARGV(0, entity);
+       entity client = M_ARGV(1, entity);
+       STAT(KH_KEYS, client) = STAT(KH_KEYS, spectatee);
+ }
+ MUTATOR_HOOKFUNCTION(kh, PlayerUseKey)
+ {
+       entity player = M_ARGV(0, entity);
+       if(MUTATOR_RETURNVALUE == 0)
+       {
+               entity k = player.kh_next;
+               if(k)
+               {
+                       kh_Key_DropOne(k);
+                       return true;
+               }
+       }
+ }
+ MUTATOR_HOOKFUNCTION(kh, HavocBot_ChooseRole)
+ {
+     entity bot = M_ARGV(0, entity);
+       if(IS_DEAD(bot))
+               return true;
+       float r = random() * 3;
+       if (r < 1)
+               bot.havocbot_role = havocbot_role_kh_offense;
+       else if (r < 2)
+               bot.havocbot_role = havocbot_role_kh_defense;
+       else
+               bot.havocbot_role = havocbot_role_kh_freelancer;
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(kh, DropSpecialItems)
+ {
+       entity frag_target = M_ARGV(0, entity);
+       kh_Key_DropAll(frag_target, false);
+ }
+ MUTATOR_HOOKFUNCTION(kh, reset_map_global)
+ {
+       kh_WaitForPlayers(); // takes care of killing the "missing teams" message
+ }
+ #endif
Simple merge
Simple merge
Simple merge
Simple merge