Merge remote branch 'origin/master' into samual/mutator_ctf
authorSamual <samual@xonotic.org>
Wed, 8 Feb 2012 22:33:07 +0000 (17:33 -0500)
committerSamual <samual@xonotic.org>
Wed, 8 Feb 2012 22:33:07 +0000 (17:33 -0500)
Conflicts:
qcsrc/common/items.qh
qcsrc/server/bot/havocbot/role_ctf.qc
qcsrc/server/cl_client.qc
qcsrc/server/teamplay.qc

16 files changed:
1  2 
qcsrc/common/items.qh
qcsrc/server/arena.qc
qcsrc/server/autocvars.qh
qcsrc/server/bot/havocbot/role_ctf.qc
qcsrc/server/cheats.qc
qcsrc/server/cl_client.qc
qcsrc/server/cl_player.qc
qcsrc/server/defs.qh
qcsrc/server/g_damage.qc
qcsrc/server/mutators/gamemode_ctf.qc
qcsrc/server/mutators/mutators.qh
qcsrc/server/nexball.qc
qcsrc/server/portals.qc
qcsrc/server/progs.src
qcsrc/server/teamplay.qc
qcsrc/server/vehicles/vehicles.qc

@@@ -2,53 -2,53 +2,53 @@@ float BOT_PICKUP_RATING_LOW   = 2500
  float BOT_PICKUP_RATING_MID   = 5000;
  float BOT_PICKUP_RATING_HIGH  = 10000;
  
- float WEP_TYPE_OTHER      = 0x00;     // e.g: Hook, Port-o-launch, etc
- float WEP_TYPE_SPLASH     = 0x01;
- float WEP_TYPE_HITSCAN            = 0x02;
- float WEP_TYPEMASK          = 0x0F;
- float WEP_FLAG_CANCLIMB     = 0x10;
- float WEP_FLAG_NORMAL       = 0x20;
- float WEP_FLAG_HIDDEN       = 0x40;
- float WEP_FLAG_RELOADABLE   = 0x80;
+ float WEP_TYPE_OTHER      =  0x00;    // e.g: Hook, Port-o-launch, etc
+ float WEP_TYPE_SPLASH     =  0x01;
+ float WEP_TYPE_HITSCAN            =  0x02;
+ float WEP_TYPEMASK          =  0x0F;
+ float WEP_FLAG_CANCLIMB     =  0x10;
+ float WEP_FLAG_NORMAL       =  0x20;
+ float WEP_FLAG_HIDDEN       =  0x40;
+ float WEP_FLAG_RELOADABLE   =  0x80;
+ float WEP_FLAG_SUPERWEAPON  = 0x100;
  
- float IT_UNLIMITED_WEAPON_AMMO  = 1;
+ float IT_UNLIMITED_WEAPON_AMMO     = 1;
  // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
- float IT_UNLIMITED_SUPERWEAPONS = 2;
- // when this bit is set, using a superweapon does not throw it away. Checkpoints can give this powerup.
- float IT_CTF_SHIELDED           = 4; // set for the flag shield
- // using jetpack
- float   IT_USING_JETPACK          = 8; // confirmation that button is pressed
- float   IT_JETPACK                = 16; // actual item
- float IT_FUEL_REGEN             = 32; // fuel regeneration trigger
- float IT_SHELLS                               = 256;
- float IT_NAILS                                = 512;
- float IT_ROCKETS                              = 1024;
- float IT_CELLS                                = 2048;
- float IT_SUPERWEAPON                  = 4096;
- float IT_FUEL                                 = 128;
- float IT_STRENGTH                             = 8192;
- float IT_INVINCIBLE                   = 16384;
- float IT_HEALTH                               = 32768;
+ float IT_UNLIMITED_SUPERWEAPONS    = 2;
+ // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
+ float   IT_CTF_SHIELDED              = 4; // set for the flag shield
+ float   IT_USING_JETPACK             = 8; // confirmation that button is pressed
+ float   IT_JETPACK                   = 16; // actual item
+ float   IT_FUEL_REGEN                = 32; // fuel regeneration trigger
+ float   IT_SHELLS                    = 256;
+ float   IT_NAILS                     = 512;
+ float   IT_ROCKETS                   = 1024;
+ float   IT_CELLS                     = 2048;
+ float   IT_SUPERWEAPON               = 4096;
+ float   IT_FUEL                      = 128;
+ float   IT_STRENGTH                  = 8192;
+ float   IT_INVINCIBLE                = 16384;
+ float   IT_HEALTH                    = 32768;
  // union:
 -        // for items:
 -        float   IT_KEY1              = 131072;
 -        float   IT_KEY2              = 262144;
 -        // for players:
 -        float   IT_RED_FLAG_TAKEN    = 32768;
 -        float   IT_RED_FLAG_LOST     = 65536;
 -        float   IT_RED_FLAG_CARRING  = 98304;
 -        float   IT_BLUE_FLAG_TAKEN   = 131072;
 -        float   IT_BLUE_FLAG_LOST    = 262144;
 -        float   IT_BLUE_FLAG_CARRING = 393216;
 +      // for items:
 +      float   IT_KEY1                                 = 131072;
 +      float   IT_KEY2                                 = 262144;
 +      // for players:
 +      float   IT_RED_FLAG_TAKEN               = 32768;
 +      float   IT_RED_FLAG_LOST                = 65536;
 +      float   IT_RED_FLAG_CARRYING            = 98304;
 +      float   IT_BLUE_FLAG_TAKEN              = 131072;
 +      float   IT_BLUE_FLAG_LOST               = 262144;
 +      float   IT_BLUE_FLAG_CARRYING   = 393216;
  // end
- float IT_5HP                                  = 524288;
- float IT_25HP                                 = 1048576;
- float IT_ARMOR_SHARD                  = 2097152;
- float IT_ARMOR                                = 4194304;
+ float   IT_5HP                       = 524288;
+ float   IT_25HP                      = 1048576;
+ float   IT_ARMOR_SHARD               = 2097152;
+ float   IT_ARMOR                     = 4194304;
  
- float IT_AMMO                                 = 8064; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_SUPERWEAPON | IT_FUEL;
- float IT_PICKUPMASK           = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
- float IT_UNLIMITED_AMMO       = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
+ float   IT_AMMO                      = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
+ float   IT_PICKUPMASK                = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
+ float   IT_UNLIMITED_AMMO            = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
  
  float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
  
Simple merge
@@@ -730,10 -761,7 +761,8 @@@ float autocvar_g_chat_flood_spl_team
  float autocvar_g_chat_flood_spl_tell;
  float autocvar_g_chat_nospectators;
  float autocvar_g_chat_teamcolors;
 +float autocvar_g_ctf_allow_drop;
  float autocvar_g_ctf_captimerecord_always;
- float autocvar_g_ctf_capture_leadlimit;
- float autocvar_g_ctf_capture_limit;
  float autocvar_g_ctf_dynamiclights;
  string autocvar_g_ctf_flag_blue_model;
  float autocvar_g_ctf_flag_blue_skin;
@@@ -102,8 -102,8 +102,8 @@@ void havocbot_goalrating_ctf_ourbase(fl
        if not(head)
                return;
  
 -      navigation_routerating(head.basewaypoint, ratingscale, 10000);
 +      navigation_routerating(head.bot_basewaypoint, ratingscale, 10000);
- };
+ }
  
  void havocbot_goalrating_ctf_enemyflag(float ratingscale)
  {
@@@ -134,8 -134,8 +134,8 @@@ void havocbot_goalrating_ctf_enemybase(
        if not(head)
                return;
  
 -      navigation_routerating(head.basewaypoint, ratingscale, 10000);
 +      navigation_routerating(head.bot_basewaypoint, ratingscale, 10000);
- };
+ }
  
  void havocbot_goalrating_ctf_ourstolenflag(float ratingscale)
  {
Simple merge
@@@ -1812,8 -1650,9 +1650,9 @@@ void ClientDisconnect (void
  
        Portal_ClearAll(self);
  
+       RemoveGrapplingHook(self);
        if(self.flagcarried)
 -              DropFlag(self.flagcarried, world, world);
 +              ctf_Handle_Drop(self); // FIXCTF
        if(self.ballcarried && g_nexball)
                DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
  
@@@ -2923,11 -2836,8 +2832,8 @@@ void PlayerPreThink (void
                if(frametime)
                        player_anim();
  
-               if (g_minstagib)
-                       minstagib_ammocheck();
 -              if(g_ctf)
 -                      ctf_setstatus();
 +              //if(g_ctf)
 +              //      ctf_setstatus();
  
                if(g_nexball)
                        nexball_setstatus();
@@@ -640,15 -693,16 +693,17 @@@ void PlayerDamage (entity inflictor, en
                MUTATOR_CALLHOOK(PlayerDies);
                weapon_action(self.weapon, WR_PLAYERDEATH);
  
+               RemoveGrapplingHook(self);
                if(self.flagcarried)
                {
 +                      // FIXCTF
                        if(attacker.classname != "player")
 -                              DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
 +                              ctf_Handle_Drop(self); // penalty for flag loss by suicide
                        else if(attacker.team == self.team)
 -                              DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
 +                              ctf_Handle_Drop(self); // penalty for flag loss by suicide/teamkill
                        else
 -                              DropFlag(self.flagcarried, world, attacker);
 +                              ctf_Handle_Drop(self);
                }
                if(self.ballcarried && g_nexball)
                        DropBall(self.ballcarried, self.origin, self.velocity);
@@@ -16,9 -16,8 +16,8 @@@ noref float require_spawnfunc_prefix; /
  
  // Globals
  
 -float ctf_score_value(string parameter);
 +float ctf_ReadScore(string parameter); // SOON WON'T BE NEEDED. // FIXCTF
  
- float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag, g_keepaway;
  float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
  float g_warmup_limit;
  float g_warmup_allguns;
Simple merge
index e504319,0000000..3140822
mode 100644,000000..100644
--- /dev/null
@@@ -1,881 -1,0 +1,881 @@@
-       if(g_ctf_win_mode != 2)
 +// ================================================================
 +//  Official capture the flag game mode coding, reworked by Samual
 +//  Last updated: March 28th, 2011
 +// ================================================================
 +
 +// Flag constants 
 +#define FLAG_MIN (PL_MIN + '0 0 -13')
 +#define FLAG_MAX (PL_MAX + '0 0 -13')
 +#define FLAG_CARRY_POS '-15 0 7'
 +
 +.entity bot_basewaypoint; // flag waypointsprite
 +.entity wps_flagbase; 
 +.entity wps_flagcarrier;
 +.entity wps_flagdropped;
 +
 +entity ctf_worldflaglist; // CTF flags in the map
 +.entity ctf_worldflagnext;
 +
 +.vector ctf_spawnorigin; // stored vector for where the flag is placed on the map itself. 
 +
 +float ctf_captimerecord; // record time for capturing the flag
 +.float ctf_pickuptime;
 +.float ctf_pickupid;
 +.float ctf_dropperid; // don't allow spam of dropping the flag
 +.float ctf_droptime;
 +.float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
 +
 +
 +.float next_take_time; // Delay between when the person can pick up a flag // is this obsolete from the stuff above?
 +
 +// CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
 +.float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
 +float ctf_captureshield_min_negscore; // punish at -20 points
 +float ctf_captureshield_max_ratio; // punish at most 30% of each team
 +float ctf_captureshield_force; // push force of the shield
 +
 +// after game mode is finished, these will be changed to use #define with other entities so as to not create many more.
 +
 +// ==================
 +// Misc CTF functions
 +// ==================
 +
 +float ctf_ReadScore(string parameter) // make this obsolete
 +{
-       else
-               return cvar(strcat("g_ctf_flag", parameter));
++      //if(g_ctf_win_mode != 2)
 +              return cvar(strcat("g_ctf_personal", parameter));
-                       centerprint_atprio(player, CENTERPRIO_SHIELDING, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.");
++      //else
++      //      return cvar(strcat("g_ctf_flag", parameter));
 +}
 +
 +void ctf_FakeTimeLimit(entity e, float t)
 +{
 +      msg_entity = e;
 +      WriteByte(MSG_ONE, 3); // svc_updatestat
 +      WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
 +      if(t < 0)
 +              WriteCoord(MSG_ONE, autocvar_timelimit);
 +      else
 +              WriteCoord(MSG_ONE, (t + 1) / 60);
 +}
 +
 +void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
 +{
 +      if(autocvar_sv_eventlog)
 +              GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
 +}
 +
 +
 +// =======================
 +// CaptureShield Functions 
 +// =======================
 +
 +float ctf_CaptureShield_CheckStatus(entity p) 
 +{
 +      float s, se;
 +      entity e;
 +      float players_worseeq, players_total;
 +
 +      if(ctf_captureshield_max_ratio <= 0)
 +              return FALSE;
 +
 +      s = PlayerScore_Add(p, SP_SCORE, 0);
 +      if(s >= -ctf_captureshield_min_negscore)
 +              return FALSE;
 +
 +      players_total = players_worseeq = 0;
 +      FOR_EACH_PLAYER(e)
 +      {
 +              if(e.team != p.team)
 +                      continue;
 +              se = PlayerScore_Add(e, SP_SCORE, 0);
 +              if(se <= s)
 +                      ++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, float wanted_status)
 +{
 +      float updated_status = ctf_CaptureShield_CheckStatus(player);
 +      if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
 +      {
 +              if(updated_status) // TODO csqc notifier for this // Samual: How?
-                       centerprint_atprio(player, CENTERPRIO_SHIELDING, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.");
++                      Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.", 5, 0);
 +              else
-       centerprint_atprio(other, CENTERPRIO_SHIELDING, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.");
++                      Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.", 5, 0);
 +                      
 +              player.ctf_captureshielded = updated_status;
 +      }
 +}
 +
 +float ctf_CaptureShield_Customize()
 +{
 +      if not(other.ctf_captureshielded)
 +              return FALSE;
 +      if(self.team == other.team)
 +              return FALSE;
 +      return TRUE;
 +}
 +
 +void ctf_CaptureShield_Touch()
 +{
 +      if not(other.ctf_captureshielded)
 +              return;
 +      if(self.team == other.team)
 +              return;
 +      vector mymid;
 +      vector othermid;
 +      mymid = (self.absmin + self.absmax) * 0.5;
 +      othermid = (other.absmin + other.absmax) * 0.5;
 +      Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
-       g_ctf_win_mode = cvar("g_ctf_win_mode");
++      Send_CSQC_Centerprint_Generic(other, CPID_CTF_CAPTURESHIELD, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.", 5, 0);
 +}
 +
 +void ctf_CaptureShield_Spawn(entity flag)
 +{
 +      entity e;
 +      e = spawn();
 +      e.enemy = self;
 +      e.team = self.team;
 +      e.touch = ctf_CaptureShield_Touch;
 +      e.customizeentityforclient = ctf_CaptureShield_Customize;
 +      e.classname = "ctf_captureshield";
 +      e.effects = EF_ADDITIVE;
 +      e.movetype = MOVETYPE_NOCLIP;
 +      e.solid = SOLID_TRIGGER;
 +      e.avelocity = '7 0 11';
 +      setorigin(e, self.origin);
 +      setmodel(e, "models/ctf/shield.md3");
 +      e.scale = 0.5;
 +      setsize(e, e.scale * e.mins, e.scale * e.maxs);
 +}
 +
 +
 +// ==============
 +// Event Handlers
 +// ==============
 +
 +void ctf_Handle_Drop(entity player)
 +{
 +      entity flag = player.flagcarried;
 +
 +      if(!flag) { return; }
 +      if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
 +      
 +      // reset the flag
 +      setattachment(flag, world, "");
 +      setorigin(flag, player.origin - '0 0 24' + '0 0 37');
 +      flag.owner.flagcarried = world;
 +      flag.owner = world;
 +      flag.movetype = MOVETYPE_TOSS;
 +      flag.solid = SOLID_TRIGGER;
 +      flag.takedamage = DAMAGE_YES;
 +      flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
 +      flag.pain_finished = time + autocvar_g_ctf_flag_returntime; // replace this later
 +      
 +      flag.ctf_droptime = time;
 +      flag.ctf_dropperid = player.playerid;
 +      flag.ctf_status = FLAG_DROPPED;
 +
 +      // messages and sounds
 +      Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
 +      sound(flag, CH_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
 +      ctf_EventLog("dropped", player.team, player);
 +      
 +      // scoring
 +      PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));       
 +      PlayerScore_Add(player, SP_CTF_DROPS, 1);
 +
 +      // waypoints
 +      WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE, RADARICON_FLAG, '0 1 1'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
 +      WaypointSprite_Ping(player.wps_flagcarrier);
 +      WaypointSprite_Kill(player.wps_flagcarrier);
 +
 +      // captureshield
 +      ctf_CaptureShield_Update(player, 0); // shield only
 +
 +      // check if the flag will fall off the map
 +      trace_startsolid = FALSE;
 +      tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
 +      if(trace_startsolid)
 +              dprint("FLAG FALLTHROUGH will happen SOON\n");
 +}
 +
 +void ctf_Handle_Capture(entity flag, entity player)
 +{
 +      // declarations
 +      float cap_time, cap_record, success;
 +      string cap_message, refername;
 +
 +      // records
 +      if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) {
 +              cap_record = ctf_captimerecord;
 +              cap_time = (time - player.flagcarried.ctf_pickuptime);
 +
 +              refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
 +              refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
 +
 +              if(!ctf_captimerecord) 
 +                      { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
 +              else if(cap_time < cap_record) 
 +                      { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
 +              else
 +                      { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
 +
 +              if(success) {
 +                      ctf_captimerecord = cap_time;
 +                      db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
 +                      db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
 +                      write_recordmarker(player, (time - cap_time), cap_time); } }
 +      
 +      // messages and sounds
 +      Send_KillNotification(player.netname, player.flagcarried.netname, cap_message, INFO_CAPTUREFLAG, MSG_INFO);
 +      sound(player, CH_TRIGGER, flag.noise2, VOL_BASE, ATTN_NONE); // "ctf/*_capture.wav"
 +      ctf_EventLog("capture", player.flagcarried.team, player);
 +      
 +      // scoring
 +      PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
 +      PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
 +
 +      // effects
 +      if (autocvar_g_ctf_flag_capture_effects) 
 +      {
 +              pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
 +              //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
 +      }
 +
 +      // waypointsprites
 +      WaypointSprite_Kill(player.wps_flagcarrier);
 +
 +      // reset the flag
 +      if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
 +      
 +      ctf_RespawnFlag(player.flagcarried);
 +}
 +
 +void ctf_Handle_Return(entity flag, entity player)
 +{
 +      // messages and sounds
 +      Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
 +      sound(player, CH_TRIGGER, flag.noise1, VOL_BASE, ATTN_NONE);
 +      ctf_EventLog("return", flag.team, player);
 +
 +      // scoring
 +      PlayerTeamScore_AddScore(player, ctf_ReadScore(strcat("score_return", ((player.playerid == flag.playerid) ? "_by_killer" : "")))); // reward for return
 +      PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
 +
 +      TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
 +      FOR_EACH_PLAYER(player) if(player.playerid == flag.ctf_dropperid) // punish the player who dropped the flag
 +      {
 +              PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
 +              ctf_CaptureShield_Update(player, 0); // shield only
 +      }
 +
 +      // waypointsprites 
 +      WaypointSprite_Kill(flag.wps_flagdropped);
 +      
 +      // reset the flag
 +      ctf_RespawnFlag(flag);
 +}
 +
 +void ctf_Handle_Pickup_Base(entity flag, entity player)
 +{
 +      entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
 +      string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
 +
 +      // attach the flag to the player
 +      flag.owner = player;
 +      player.flagcarried = flag;
 +      setattachment(flag, player, "");
 +      setorigin(flag, FLAG_CARRY_POS);
 +      
 +      // set up the flag
 +      flag.movetype = MOVETYPE_NONE;
 +      flag.takedamage = DAMAGE_NO;
 +      flag.solid = SOLID_NOT;
 +      flag.angles = '0 0 0';
 +      flag.ctf_pickuptime = time; // used for timing runs
 +      flag.ctf_pickupid = player.playerid;
 +      flag.ctf_status = FLAG_CARRY;
 +      
 +      // messages and sounds
 +      Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
 +      sound(player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
 +      ctf_EventLog("steal", flag.team, player);
 +      verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : ""); // replace TRUE with an autocvar for it.
 +      FOR_EACH_PLAYER(tmp_player)
 +              if(tmp_player.team == flag.team)
 +                      centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
 +              else if((tmp_player.team == player.team) && (tmp_player != player))
 +                      centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
 +      
 +      // scoring
 +      PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
 +      PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
 +      
 +      // speedrunning
 +      flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
 +      if((player.speedrunning) && (ctf_captimerecord))
 +              ctf_FakeTimeLimit(player, time + ctf_captimerecord);
 +              
 +      // effects
 +      if (autocvar_g_ctf_flag_pickup_effects)
 +      {
 +              pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
 +      }
 +      
 +      // waypoints 
 +      WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
 +      WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
 +      WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
 +      WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
 +      WaypointSprite_Ping(player.wps_flagcarrier);
 +}
 + 
 +void ctf_Handle_Pickup_Dropped(entity flag, entity player) // make sure this works
 +{
 +      // declarations
 +      float returnscore = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1); // can this be division by zero?
 +      entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
 +      string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
 +
 +      // attach the flag to the player
 +      flag.owner = player;
 +      player.flagcarried = flag;
 +      setattachment(flag, player, "");
 +      setorigin(flag, FLAG_CARRY_POS);
 +      
 +      // set up the flag
 +      flag.movetype = MOVETYPE_NONE;
 +      flag.takedamage = DAMAGE_NO;
 +      flag.solid = SOLID_NOT;
 +      flag.angles = '0 0 0';
 +      //flag.ctf_pickuptime = time; // don't update pickuptime since this isn't a real steal. 
 +      flag.ctf_pickupid = player.playerid;
 +      flag.ctf_status = FLAG_CARRY;
 +
 +      // messages and sounds
 +      Send_KillNotification (player.netname, flag.netname, "", INFO_PICKUPFLAG, MSG_INFO);
 +      sound (player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
 +      ctf_EventLog("pickup", flag.team, player);
 +      verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : "");
 +      FOR_EACH_PLAYER(tmp_player)
 +              if(tmp_player.team == flag.team)
 +                      centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
 +              else if((tmp_player.team == player.team) && (tmp_player != player))
 +                      centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
 +
 +      // scoring
 +      returnscore = floor((ctf_ReadScore("score_pickup_dropped_late") * (1-returnscore) + ctf_ReadScore("score_pickup_dropped_early") * returnscore) + 0.5);
 +      print("score is ", ftos(returnscore), "\n");
 +      PlayerTeamScore_AddScore(player, returnscore);
 +      PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
 +
 +      // effects
 +      if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
 +      {
 +              pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1); 
 +      }
 +
 +      // waypoints
 +      WaypointSprite_Kill(flag.wps_flagdropped);
 +      WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
 +      WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
 +      WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
 +      WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
 +      WaypointSprite_Ping(player.wps_flagcarrier);
 +}
 +
 +
 +// ===================
 +// Main Flag Functions
 +// ===================
 +
 +void ctf_FlagThink()
 +{
 +      // declarations
 +      entity tmp_entity;
 +
 +      self.nextthink = time + 0.1; // only 10 fps, more is unnecessary.
 +
 +      // captureshield
 +      if(self == ctf_worldflaglist) // only for the first flag
 +              FOR_EACH_CLIENT(tmp_entity)
 +                      ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
 +
 +      // sanity checks
 +      if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
 +              dprint("wtf the flag got squished?\n");
 +              tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
 +              if(!trace_startsolid) // can we resize it without getting stuck?
 +                      setsize(self, FLAG_MIN, FLAG_MAX); }
 +
 +      if(self.owner.classname != "player" || (self.owner.deadflag) || (self.owner.flagcarried != self)) {
 +              dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
 +              ctf_Handle_Drop(self.owner);
 +              return; }
 +
 +      // main think method
 +      switch(self.ctf_status) 
 +      {       
 +              case FLAG_BASE: // nothing to do here
 +                      return;
 +              
 +              case FLAG_DROPPED:
 +                      // flag fallthrough? FIXME remove this if bug is really fixed now
 +                      if(self.origin_z < -131072)
 +                      {
 +                              dprint("FLAG FALLTHROUGH just happened\n");
 +                              self.pain_finished = 0;
 +                      }
 +                      setattachment(self, world, "");
 +                      if(time > self.pain_finished)
 +                      {
 +                              bprint("The ", self.netname, " has returned to base\n");
 +                              sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
 +                              ctf_EventLog("returned", self.team, world);
 +                              ctf_RespawnFlag(self);
 +                      }
 +                      return;
 +                              
 +              case FLAG_CARRY:
 +                      if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord)) 
 +                      {
 +                              bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
 +                              sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
 +
 +                              self.owner.impulse = 141; // returning!
 +
 +                              tmp_entity = self;
 +                              self = self.owner;
 +                              ctf_RespawnFlag(tmp_entity);
 +                              ImpulseCommands();
 +                              self = tmp_entity;
 +                      }
 +                      return;
 +
 +              default: // this should never happen
 +                      dprint("Think: Flag exists with no status?\n");
 +                      return;
 +      }
 +}
 +
 +void ctf_FlagTouch()
 +{
 +      if(gameover) { return; }
 +      if(!self) { return; }
 +      if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
 +      { // The flag fell off the map, respawn it since players can't get to it
 +              //ctf_RespawnFlag(self);
 +              return;
 +      }
 +      if(other.deadflag != DEAD_NO) { return; }
 +      if(other.classname != "player") 
 +      {  // The flag just touched an object, most likely the world
 +              pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
 +              sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
 +              return; 
 +      }
 +      else if(self.wait > time) { return; }
 +
 +      switch(self.ctf_status) 
 +      {       
 +              case FLAG_BASE:
 +                      if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
 +                              ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
 +                      else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
 +                              ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
 +                      break;
 +              
 +              case FLAG_DROPPED:
 +                      if(other.team == self.team)
 +                              ctf_Handle_Return(self, other); // other just returned his own flag
 +                      else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
 +                              ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
 +                      break;
 +                              
 +              case FLAG_CARRY:
 +                      dprint("Someone touched a flag even though it was being carried?\n");
 +                      break;
 +
 +              default: // this should never happen
 +                      dprint("Touch: Flag exists with no status?\n");
 +                      break;
 +      }
 +}
 +
 +void ctf_RespawnFlag(entity flag)
 +{
 +      // reset the player (if there is one)
 +      if((flag.owner) && (flag.owner.flagcarried == flag))
 +      {
 +              WaypointSprite_Kill(flag.wps_flagcarrier);
 +              flag.owner.flagcarried = world;
 +
 +              if(flag.speedrunning)
 +                      ctf_FakeTimeLimit(flag.owner, -1);
 +      }
 +
 +      // reset the flag
 +      setattachment(flag, world, "");
 +      setorigin(flag, flag.ctf_spawnorigin); // replace with flag.ctf_spawnorigin
 +      flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
 +      flag.takedamage = DAMAGE_NO;
 +      flag.solid = SOLID_TRIGGER;
 +      flag.velocity = '0 0 0';
 +      flag.angles = flag.mangle;
 +      flag.ctf_status = FLAG_BASE;
 +      flag.flags = FL_ITEM | FL_NOTARGET;
 +      flag.owner = world;
 +}
 +
 +void ctf_Reset()
 +{
 +      if(self.owner)
 +              if(self.owner.classname == "player")
 +                      ctf_Handle_Drop(self.owner);
 +                      
 +      ctf_RespawnFlag(self);
 +}
 +
 +void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc 
 +{
 +      // declarations
 +      teamnumber = fabs(teamnumber - bound(0, g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1. 
 +      
 +      // main setup
 +      flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified
 +      ctf_worldflaglist = flag;
 +
 +      setattachment(flag, world, ""); 
 +
 +      flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
 +      flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
 +      flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
 +      flag.classname = "item_flag_team";
 +      flag.target = "###item###"; // wut?
 +      flag.flags = FL_ITEM | FL_NOTARGET;
 +      flag.solid = SOLID_TRIGGER;
 +      flag.velocity = '0 0 0';
 +      flag.ctf_status = FLAG_BASE;
 +      flag.ctf_spawnorigin = flag.origin; 
 +      flag.mangle = flag.angles;
 +      flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
 +      
 +      if(flag.spawnflags & 1) // I don't understand what all this is about.
 +      {       
 +              flag.noalign = TRUE;
 +              flag.movetype = MOVETYPE_NONE;
 +              print("This map was loaded with flags using MOVETYPE_NONE\n");
 +      }
 +      else 
 +      { 
 +              flag.noalign = FALSE;
 +              flag.movetype = MOVETYPE_TOSS; 
 +              print("This map was loaded with flags using MOVETYPE_TOSS\n");
 +      }       
 +      
 +      flag.reset = ctf_Reset;
 +      flag.touch = ctf_FlagTouch;
 +
 +      // appearence
 +      if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
 +      setmodel (flag, flag.model); // precision set below
 +      setsize(flag, FLAG_MIN, FLAG_MAX);
 +      setorigin(flag, flag.origin);
 +      if(!flag.scale) { flag.scale = 0.6; }
 +      
 +      flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
 +      
 +      if(autocvar_g_ctf_flag_glowtrails)
 +      {
 +              flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
 +              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)   { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
 +      
 +      // sound 
 +      if(!flag.noise)  { flag.noise  = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
 +      if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
 +      if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
 +      if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
 +      if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
 +      
 +      // precache
 +      precache_sound(flag.noise);
 +      precache_sound(flag.noise1);
 +      precache_sound(flag.noise2);
 +      precache_sound(flag.noise3);
 +      precache_sound(flag.noise4);
 +      precache_model(flag.model);
 +      precache_model("models/ctf/shield.md3");
 +      precache_model("models/ctf/shockwavetransring.md3");
 +
 +      // bot waypoints
 +      waypoint_spawnforitem_force(flag, flag.origin);
 +      flag.nearestwaypointtimeout = 0; // activate waypointing again
 +      flag.bot_basewaypoint = flag.nearestwaypoint;
 +
 +      // waypointsprites
 +      WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 64', flag, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
 +      WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
 +
 +      // captureshield setup
 +      ctf_CaptureShield_Spawn(flag);
 +}
 +
 +
 +// ==============
 +// Hook Functions
 +// ==============
 +
 +// g_ctf_ignore_frags
 +
 +MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
 +{
 +      if(self.flagcarried) { ctf_Handle_Drop(self); }
 +      return 0;
 +}
 +
 +MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
 +{
 +      entity flag;
 +      
 +      // initially clear items so they can be set as necessary later.
 +      self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST 
 +              | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
 +
 +      // item for stopping players from capturing the flag too often
 +      if(self.ctf_captureshielded)
 +              self.items |= IT_CTF_SHIELDED;
 +
 +      // scan through all the flags and notify the client about them 
 +      for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
 +      {
 +              if(flag.ctf_status == FLAG_CARRY)
 +                      if(flag.owner == self)
 +                              self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
 +                      else 
 +                              self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
 +              else if(flag.ctf_status == FLAG_DROPPED) 
 +                      self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
 +      }
 +      
 +      return 0;
 +}
 +
 +MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
 +{     /*
 +      if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
 +      {
 +              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 noncarriers
 +              {
 +                      frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
 +                      frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
 +              }
 +      }*/
 +      return 0;
 +}
 +
 +MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
 +{
 +      frag_score = 0; // no frags counted in keepaway
 +      return (g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count. 
 +}
 +
 +MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
 +{
 +      if(autocvar_g_ctf_allow_drop)
 +              ctf_Handle_Drop(self);
 +              
 +      return 0;
 +}
 +
 +// ==========
 +// Spawnfuncs
 +// ==========
 +
 +/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
 +CTF Starting point for a player in team one (Red).
 +Keys: "angle" viewing angle when spawning. */
 +void spawnfunc_info_player_team1()
 +{
 +      if(g_assault) { remove(self); return; }
 +      
 +      self.team = COLOR_TEAM1; // red
 +      spawnfunc_info_player_deathmatch();
 +}
 +
 +
 +/*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
 +CTF Starting point for a player in team two (Blue).
 +Keys: "angle" viewing angle when spawning. */
 +void spawnfunc_info_player_team2()
 +{
 +      if(g_assault) { remove(self); return; }
 +      
 +      self.team = COLOR_TEAM2; // blue
 +      spawnfunc_info_player_deathmatch();
 +}
 +
 +/*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
 +CTF Starting point for a player in team three (Yellow).
 +Keys: "angle" viewing angle when spawning. */
 +void spawnfunc_info_player_team3()
 +{
 +      if(g_assault) { remove(self); return; }
 +      
 +      self.team = COLOR_TEAM3; // yellow
 +      spawnfunc_info_player_deathmatch();
 +}
 +
 +
 +/*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
 +CTF Starting point for a player in team four (Purple).
 +Keys: "angle" viewing angle when spawning. */
 +void spawnfunc_info_player_team4()
 +{
 +      if(g_assault) { remove(self); return; }
 +      
 +      self.team = COLOR_TEAM4; // purple
 +      spawnfunc_info_player_deathmatch();
 +}
 +
 +/*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
 +CTF flag for team one (Red). Multiple flags are allowed.
 +Keys: 
 +"angle" Angle the flag will point (minus 90 degrees)... 
 +"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
 +"noise" sound played when flag is picked up (default ctf/take.wav)...
 +"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
 +"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
 +"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
 +void spawnfunc_item_flag_team1()
 +{
 +      if(!g_ctf) { remove(self); return; }
 +
 +      ctf_SetupFlag(1, self); // 1 = red
 +}
 +
 +/*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
 +CTF flag for team two (Blue). Multiple flags are allowed.
 +Keys: 
 +"angle" Angle the flag will point (minus 90 degrees)... 
 +"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
 +"noise" sound played when flag is picked up (default ctf/take.wav)...
 +"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
 +"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
 +"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
 +void spawnfunc_item_flag_team2()
 +{
 +      if(!g_ctf) { remove(self); return; }
 +
 +      ctf_SetupFlag(0, self); // the 0 is misleading, but -- 0 = blue.
 +}
 +
 +/*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)... */
 +void spawnfunc_ctf_team()
 +{
 +      if(!g_ctf) { remove(self); return; }
 +      
 +      self.classname = "ctf_team";
 +      self.team = self.cnt + 1;
 +}
 +
 +
 +// ==============
 +// Initialization
 +// ==============
 +
 +// code from here on is just to support maps that don't have flag and team entities
 +void ctf_SpawnTeam (string teamname, float teamcolor)
 +{
 +      entity oldself;
 +      oldself = self;
 +      self = spawn();
 +      self.classname = "ctf_team";
 +      self.netname = teamname;
 +      self.cnt = teamcolor;
 +
 +      spawnfunc_ctf_team();
 +
 +      self = oldself;
 +}
 +
 +void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
 +{
 +      // if no teams are found, spawn defaults
 +      if(find(world, classname, "ctf_team") == world)
 +      {
 +              print("NO TEAMS FOUND FOR CTF! creating them anyway.\n");
 +              ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
 +              ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
 +      }
 +      
 +      ScoreRules_ctf();
 +}
 +
 +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;
 +
++      //g_ctf_win_mode = cvar("g_ctf_win_mode");
 +      
 +      InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
 +}
 +
 +
 +MUTATOR_DEFINITION(gamemode_ctf)
 +{
 +      MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
 +      //MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
 +
 +      MUTATOR_ONADD
 +      {
 +              if(time > 1) // game loads at time 1
 +                      error("This is a game type and it cannot be added at runtime.");
 +              g_ctf = 1;
 +              ctf_Initialize();
 +      }
 +
 +      MUTATOR_ONREMOVE
 +      {
 +              g_ctf = 0;
 +              error("This is a game type and it cannot be removed at runtime.");
 +      }
 +
 +      return 0;
 +}
@@@ -1,8 -1,8 +1,9 @@@
  MUTATOR_DECLARATION(gamemode_keyhunt);
  MUTATOR_DECLARATION(gamemode_freezetag);
  MUTATOR_DECLARATION(gamemode_keepaway);
 +MUTATOR_DECLARATION(gamemode_ctf);
  
+ MUTATOR_DECLARATION(mutator_invincibleprojectiles);
  MUTATOR_DECLARATION(mutator_nix);
  MUTATOR_DECLARATION(mutator_dodging);
  MUTATOR_DECLARATION(mutator_rocketflying);
Simple merge
Simple merge
Simple merge
@@@ -235,21 -157,11 +157,11 @@@ void InitGameplayMode(
  
        if(g_ctf)
        {
-               game = GAME_CTF;
-               gamemode_name = "Capture the Flag";
                ActivateTeamplay();
                g_ctf_ignore_frags = autocvar_g_ctf_ignore_frags;
-               if(g_ctf_win_mode == 2)
-               {
-                       fraglimit_override = autocvar_g_ctf_capture_limit;
-                       leadlimit_override = autocvar_g_ctf_capture_leadlimit;
-               }
-               else
-               {
-                       fraglimit_override = autocvar_capturelimit_override;
-                       leadlimit_override = autocvar_captureleadlimit_override;
-               }
+               fraglimit_override = autocvar_capturelimit_override;
+               leadlimit_override = autocvar_captureleadlimit_override;
 -              ctf_init();
 +              MUTATOR_ADD(gamemode_ctf);
                have_team_spawns = -1; // request team spawns
        }
  
@@@ -509,9 -531,9 +532,10 @@@ void vehicles_enter(
              setorigin(other, '0 0 96');
          }
      }
 +    */
      
      self.vehicle_enter();
+     antilag_clear(other);
  }
  
  /** vehicles_findgoodexit