1 // ================================================================
2 // Official capture the flag game mode coding, reworked by Samual
3 // Last updated: March 30th, 2012
4 // ================================================================
6 float ctf_ReadScore(string parameter) // make this obsolete
8 //if(g_ctf_win_mode != 2)
9 return cvar(strcat("g_ctf_personal", parameter));
11 // return cvar(strcat("g_ctf_flag", parameter));
14 void ctf_FakeTimeLimit(entity e, float t)
17 WriteByte(MSG_ONE, 3); // svc_updatestat
18 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
20 WriteCoord(MSG_ONE, autocvar_timelimit);
22 WriteCoord(MSG_ONE, (t + 1) / 60);
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
27 if(autocvar_sv_eventlog)
28 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
31 string ctf_CaptureRecord(entity flag, entity player)
33 float cap_time, cap_record, success;
34 string cap_message, refername;
36 if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots))
38 cap_record = ctf_captimerecord;
39 cap_time = (time - flag.ctf_pickuptime);
41 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
42 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
44 if(!ctf_captimerecord)
45 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
46 else if(cap_time < cap_record)
47 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
49 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
53 ctf_captimerecord = cap_time;
54 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
55 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
56 write_recordmarker(player, (time - cap_time), cap_time);
63 void ctf_FlagcarrierWaypoints(entity player)
65 WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team));
66 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
67 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
68 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
72 // =======================
73 // CaptureShield Functions
74 // =======================
76 float ctf_CaptureShield_CheckStatus(entity p)
80 float players_worseeq, players_total;
82 if(ctf_captureshield_max_ratio <= 0)
85 s = PlayerScore_Add(p, SP_SCORE, 0);
86 if(s >= -ctf_captureshield_min_negscore)
89 players_total = players_worseeq = 0;
92 if(IsDifferentTeam(e, p))
94 se = PlayerScore_Add(e, SP_SCORE, 0);
100 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
101 // use this rule here
103 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
109 void ctf_CaptureShield_Update(entity player, float wanted_status)
111 float updated_status = ctf_CaptureShield_CheckStatus(player);
112 if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
114 if(updated_status) // TODO csqc notifier for this // Samual: How?
115 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);
117 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);
119 player.ctf_captureshielded = updated_status;
123 float ctf_CaptureShield_Customize()
125 if(!other.ctf_captureshielded) { return FALSE; }
126 if(!IsDifferentTeam(self, other)) { return FALSE; }
131 void ctf_CaptureShield_Touch()
133 if(!other.ctf_captureshielded) { return; }
134 if(!IsDifferentTeam(self, other)) { return; }
136 vector mymid = (self.absmin + self.absmax) * 0.5;
137 vector othermid = (other.absmin + other.absmax) * 0.5;
139 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
140 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);
143 void ctf_CaptureShield_Spawn(entity flag)
145 entity shield = spawn();
148 shield.team = self.team;
149 shield.touch = ctf_CaptureShield_Touch;
150 shield.customizeentityforclient = ctf_CaptureShield_Customize;
151 shield.classname = "ctf_captureshield";
152 shield.effects = EF_ADDITIVE;
153 shield.movetype = MOVETYPE_NOCLIP;
154 shield.solid = SOLID_TRIGGER;
155 shield.avelocity = '7 0 11';
158 setorigin(shield, self.origin);
159 setmodel(shield, "models/ctf/shield.md3");
160 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
164 // ====================
165 // Drop/Pass/Throw Code
166 // ====================
168 void ctf_Handle_Drop(entity flag, entity player, float droptype)
171 player = (player ? player : flag.pass_sender);
174 flag.movetype = MOVETYPE_TOSS;
175 flag.takedamage = DAMAGE_YES;
176 flag.health = flag.max_flag_health;
177 flag.ctf_droptime = time;
178 flag.ctf_dropper = player;
179 flag.ctf_status = FLAG_DROPPED;
181 // messages and sounds
182 Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
183 sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
184 ctf_EventLog("dropped", player.team, player);
187 PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));
188 PlayerScore_Add(player, SP_CTF_DROPS, 1);
191 if(autocvar_g_ctf_flag_dropped_waypoint)
192 WaypointSprite_Spawn("flagdropped", 0, 0, flag, FLAG_WAYPOINT_OFFSET, world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, TRUE, RADARICON_FLAG, WPCOLOR_DROPPEDFLAG(flag.team));
194 if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
196 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
197 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
200 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
202 if(droptype == DROP_PASS)
204 flag.pass_sender = world;
205 flag.pass_target = world;
209 void ctf_Handle_Retrieve(entity flag, entity player)
211 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
212 entity sender = flag.pass_sender;
214 // transfer flag to player
215 flag.ctf_carrier = player;
217 flag.owner.flagcarried = flag;
220 setattachment(flag, player, "");
221 setorigin(flag, FLAG_CARRY_OFFSET);
222 flag.movetype = MOVETYPE_NONE;
223 flag.takedamage = DAMAGE_NO;
224 flag.solid = SOLID_NOT;
225 flag.ctf_carrier = player;
226 flag.ctf_status = FLAG_CARRY;
228 // messages and sounds
229 sound(player, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NORM); // FIXCTF
230 ctf_EventLog("recieve", flag.team, player);
232 FOR_EACH_REALPLAYER(tmp_player)
234 if(tmp_player == sender)
235 centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
236 else if(tmp_player == player)
237 centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname));
238 else if(!IsDifferentTeam(tmp_player, sender))
239 centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
242 // create new waypoint
243 ctf_FlagcarrierWaypoints(player);
245 sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
246 player.throw_antispam = sender.throw_antispam;
248 flag.pass_sender = world;
249 flag.pass_target = world;
252 void ctf_Handle_Throw(entity player, entity reciever, float droptype)
254 entity flag = player.flagcarried;
256 if(!flag) { return; }
257 if((droptype == DROP_PASS) && !reciever) { return; }
259 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
262 setattachment(flag, world, "");
263 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
264 flag.owner.flagcarried = world;
266 flag.solid = SOLID_TRIGGER;
267 flag.ctf_droptime = time;
269 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
275 vector targ_origin = WarpZone_RefSys_TransformOrigin(player, reciever, (0.5 * (reciever.absmin + reciever.absmax)));
276 flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity);
282 makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
283 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_drop_velocity)), FALSE);
289 flag.velocity = '0 0 0'; // do nothing
296 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom())), FALSE);
306 flag.movetype = MOVETYPE_FLY;
307 flag.takedamage = DAMAGE_NO;
308 flag.pass_sender = player;
309 flag.pass_target = reciever;
310 flag.ctf_status = FLAG_PASSING;
313 sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
314 ctf_EventLog("pass", flag.team, player);
315 te_lightning2(world, reciever.origin, player.origin);
329 ctf_Handle_Drop(flag, player, droptype);
334 // kill old waypointsprite
335 WaypointSprite_Ping(player.wps_flagcarrier);
336 WaypointSprite_Kill(player.wps_flagcarrier);
338 if(player.wps_enemyflagcarrier)
339 WaypointSprite_Kill(player.wps_enemyflagcarrier);
342 ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
350 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
352 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
353 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
355 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
357 // messages and sounds
358 Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
359 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
363 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
364 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
369 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
370 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
373 if(autocvar_g_ctf_flag_capture_effects)
375 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
376 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
380 if(capturetype == CAPTURE_NORMAL)
382 WaypointSprite_Kill(player.wps_flagcarrier);
383 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
387 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
388 ctf_RespawnFlag(enemy_flag);
391 void ctf_Handle_Return(entity flag, entity player)
393 // messages and sounds
394 //centerprint(player, strcat("You returned the ", flag.netname));
395 Send_KillNotification(player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
396 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
397 ctf_EventLog("return", flag.team, player);
400 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
401 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
403 TeamScore_AddToTeam(flag.team, ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
407 PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -ctf_ReadScore("penalty_returned")); // punish the player who dropped the flag
408 ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
409 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
413 ctf_RespawnFlag(flag);
416 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
419 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
420 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
421 float pickup_dropped_score; // used to calculate dropped pickup score
423 // attach the flag to the player
425 player.flagcarried = flag;
426 setattachment(flag, player, "");
427 setorigin(flag, FLAG_CARRY_OFFSET);
430 flag.movetype = MOVETYPE_NONE;
431 flag.takedamage = DAMAGE_NO;
432 flag.solid = SOLID_NOT;
433 flag.angles = '0 0 0';
434 flag.ctf_carrier = player;
435 flag.ctf_status = FLAG_CARRY;
439 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
440 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
444 // messages and sounds
445 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
446 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
447 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
449 FOR_EACH_REALPLAYER(tmp_player)
451 if(tmp_player == player)
452 centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
453 else if(!IsDifferentTeam(tmp_player, player))
454 centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
455 else if(!IsDifferentTeam(tmp_player, flag))
456 centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
461 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
462 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
467 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
472 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
478 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);
479 pickup_dropped_score = floor((ctf_ReadScore("score_pickup_dropped_late") * (1 - pickup_dropped_score) + ctf_ReadScore("score_pickup_dropped_early") * pickup_dropped_score) + 0.5);
480 print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
481 PlayerTeamScore_AddScore(player, pickup_dropped_score);
489 if(pickuptype == PICKUP_BASE)
491 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
492 if((player.speedrunning) && (ctf_captimerecord))
493 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
497 if(autocvar_g_ctf_flag_pickup_effects)
498 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
501 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
502 ctf_FlagcarrierWaypoints(player);
503 WaypointSprite_Ping(player.wps_flagcarrier);
507 // ===================
508 // Main Flag Functions
509 // ===================
511 void ctf_CheckFlagReturn(entity flag, float returntype)
513 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
515 if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
519 case RETURN_DROPPED: bprint("The ", flag.netname, " was dropped in the base and returned itself\n"); break;
520 case RETURN_DAMAGE: bprint("The ", flag.netname, " was destroyed and returned to base\n"); break;
521 case RETURN_SPEEDRUN: bprint("The ", flag.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n"); break;
522 case RETURN_NEEDKILL: bprint("The ", flag.netname, " fell somewhere it couldn't be reached and returned to base\n"); break;
526 { bprint("The ", flag.netname, " has returned to base\n"); break; }
528 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
529 ctf_EventLog("returned", flag.team, world);
530 ctf_RespawnFlag(flag);
534 void ctf_CheckStalemate(void)
537 float stale_red_flags, stale_blue_flags;
540 entity ctf_staleflaglist; // reset the list, we need to build the list each time this function runs
542 // build list of stale flags
543 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
545 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
546 if(tmp_entity.ctf_status != FLAG_BASE)
547 if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
549 tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
550 ctf_staleflaglist = tmp_entity;
552 switch(tmp_entity.team)
554 case COLOR_TEAM1: ++stale_red_flags; break;
555 case COLOR_TEAM2: ++stale_blue_flags; break;
560 if(stale_red_flags && stale_blue_flags)
561 ctf_stalemate = TRUE;
562 else if(!stale_red_flags && !stale_blue_flags)
563 ctf_stalemate = FALSE;
565 // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
568 for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
570 if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
571 WaypointSprite_Spawn("enemyflagcarrier", 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, world, tmp_entity.team, tmp_entity.owner, wps_enemyflagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_ENEMYFC(tmp_entity.owner.team));
574 if not(wpforenemy_announced)
576 FOR_EACH_REALPLAYER(tmp_entity)
577 if(tmp_entity.flagcarried)
578 centerprint(tmp_entity, "Stalemate! Enemies can now see you on radar!");
580 centerprint(tmp_entity, "Stalemate! Flag carriers can now be seen by enemies on radar!");
582 wpforenemy_announced = TRUE;
587 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
589 if(ITEM_DAMAGE_NEEDKILL(deathtype))
591 // automatically kill the flag and return it
593 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
596 if(autocvar_g_ctf_flag_return_damage)
598 // reduce health and check if it should be returned
599 self.health = self.health - damage;
600 ctf_CheckFlagReturn(self, RETURN_DAMAGE);
610 self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
613 if(self == ctf_worldflaglist) // only for the first flag
614 FOR_EACH_CLIENT(tmp_entity)
615 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
618 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
619 dprint("wtf the flag got squashed?\n");
620 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
621 if(!trace_startsolid) // can we resize it without getting stuck?
622 setsize(self, FLAG_MIN, FLAG_MAX); }
624 switch(self.ctf_status) // reset flag angles in case warpzones adjust it
629 self.angles = '0 0 0';
637 switch(self.ctf_status)
641 if(autocvar_g_ctf_dropped_capture_radius)
643 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
644 if(tmp_entity.ctf_status == FLAG_DROPPED)
645 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
646 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
653 if(autocvar_g_ctf_flag_dropped_floatinwater && (self.flags & FL_INWATER))
654 self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater;
656 if(autocvar_g_ctf_flag_return_dropped)
658 if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
661 ctf_CheckFlagReturn(self, RETURN_DROPPED);
665 if(autocvar_g_ctf_flag_return_time)
667 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
668 ctf_CheckFlagReturn(self, RETURN_TIMEOUT);
676 if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord))
679 ctf_CheckFlagReturn(self, RETURN_SPEEDRUN);
683 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
687 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
689 if(time >= wpforenemy_nextthink)
691 ctf_CheckStalemate();
692 wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
698 case FLAG_PASSING: // todo make work with warpzones
700 /*vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
701 vector old_targ_origin = targ_origin;
702 targ_origin = WarpZone_RefSys_TransformOrigin(self.pass_sender, self.pass_target, targ_origin);
704 print("old: ", vtos(old_targ_origin), ", transformed: ", vtos(targ_origin), ".\n");
706 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
708 te_customflash(self.origin, 40, 2, '1 1 1');
709 te_customflash(targ_origin, 200, 2, '15 0 0');
711 if((self.pass_target.deadflag != DEAD_NO)
712 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
713 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
714 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
716 ctf_Handle_Drop(self, world, DROP_PASS);
718 else // still a viable target, go for it
720 vector desired_direction = normalize(targ_origin - self.origin);
721 vector current_direction = normalize(self.velocity);
723 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
727 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
728 vector old_targ_origin = targ_origin;
729 targ_origin = WarpZone_RefSys_TransformOrigin(self.pass_sender, self.pass_target, targ_origin);
730 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
732 print("old: ", vtos(old_targ_origin), ", transformed: ", vtos(targ_origin), ".\n");
734 if((self.pass_target.deadflag != DEAD_NO)
735 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
736 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
737 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
739 ctf_Handle_Drop(self, world, DROP_PASS);
741 else // still a viable target, go for it
743 vector desired_direction = normalize(targ_origin - self.origin);
744 vector current_direction = normalize(self.velocity);
746 // self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
747 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
752 default: // this should never happen
754 dprint("ctf_FlagThink(): Flag exists with no status?\n");
762 if(gameover) { return; }
764 entity toucher = other;
766 // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
767 if(ITEM_TOUCH_NEEDKILL())
770 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
774 // special touch behaviors
775 if(toucher.vehicle_flags & VHF_ISVEHICLE)
777 if(autocvar_g_ctf_allow_vehicle_touch)
778 toucher = toucher.owner; // the player is actually the vehicle owner, not other
780 return; // do nothing
782 else if(toucher.classname != "player") // The flag just touched an object, most likely the world
784 if(time > self.wait) // if we haven't in a while, play a sound/effect
786 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
787 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
788 self.wait = time + FLAG_TOUCHRATE;
792 else if(toucher.deadflag != DEAD_NO) { return; }
794 switch(self.ctf_status)
798 if(!IsDifferentTeam(toucher, self) && (toucher.flagcarried) && IsDifferentTeam(toucher.flagcarried, self))
799 ctf_Handle_Capture(self, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
800 else if(IsDifferentTeam(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time))
801 ctf_Handle_Pickup(self, toucher, PICKUP_BASE); // toucher just stole the enemies flag
807 if(!IsDifferentTeam(toucher, self))
808 ctf_Handle_Return(self, toucher); // toucher just returned his own flag
809 else if((!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
810 ctf_Handle_Pickup(self, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
816 dprint("Someone touched a flag even though it was being carried?\n");
822 if((toucher.classname == "player") && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
824 if(IsDifferentTeam(toucher, self.pass_sender))
825 ctf_Handle_Return(self, toucher);
827 ctf_Handle_Retrieve(self, toucher);
834 void ctf_RespawnFlag(entity flag)
836 // reset the player (if there is one)
837 if((flag.owner) && (flag.owner.flagcarried == flag))
839 if(flag.owner.wps_enemyflagcarrier)
840 WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
842 WaypointSprite_Kill(flag.wps_flagcarrier);
844 flag.owner.flagcarried = world;
846 if(flag.speedrunning)
847 ctf_FakeTimeLimit(flag.owner, -1);
850 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
851 { WaypointSprite_Kill(flag.wps_flagdropped); }
854 setattachment(flag, world, "");
855 setorigin(flag, flag.ctf_spawnorigin);
857 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
858 flag.takedamage = DAMAGE_NO;
859 flag.health = flag.max_flag_health;
860 flag.solid = SOLID_TRIGGER;
861 flag.velocity = '0 0 0';
862 flag.angles = flag.mangle;
863 flag.flags = FL_ITEM | FL_NOTARGET;
865 flag.ctf_status = FLAG_BASE;
867 flag.pass_sender = world;
868 flag.pass_target = world;
869 flag.ctf_carrier = world;
870 flag.ctf_dropper = world;
871 flag.ctf_pickuptime = 0;
872 flag.ctf_droptime = 0;
874 wpforenemy_announced = FALSE;
880 if(self.owner.classname == "player")
881 ctf_Handle_Throw(self.owner, world, DROP_RESET);
883 ctf_RespawnFlag(self);
886 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
889 waypoint_spawnforitem_force(self, self.origin);
890 self.nearestwaypointtimeout = 0; // activate waypointing again
891 self.bot_basewaypoint = self.nearestwaypoint;
894 WaypointSprite_SpawnFixed(((self.team == COLOR_TEAM1) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
895 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
897 // captureshield setup
898 ctf_CaptureShield_Spawn(self);
901 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
904 teamnumber = fabs(teamnumber - bound(0, autocvar_g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1.
905 self = flag; // for later usage with droptofloor()
908 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
909 ctf_worldflaglist = flag;
911 setattachment(flag, world, "");
913 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
914 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
915 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
916 flag.classname = "item_flag_team";
917 flag.target = "###item###"; // wut?
918 flag.flags = FL_ITEM | FL_NOTARGET;
919 flag.solid = SOLID_TRIGGER;
920 flag.takedamage = DAMAGE_NO;
921 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
922 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
923 flag.health = flag.max_flag_health;
924 flag.event_damage = ctf_FlagDamage;
925 flag.pushable = TRUE;
926 flag.teleportable = TELEPORT_NORMAL;
927 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
928 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
929 flag.velocity = '0 0 0';
930 flag.mangle = flag.angles;
931 flag.reset = ctf_Reset;
932 flag.touch = ctf_FlagTouch;
933 flag.think = ctf_FlagThink;
934 flag.nextthink = time + FLAG_THINKRATE;
935 flag.ctf_status = FLAG_BASE;
937 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
938 if(!flag.scale) { flag.scale = FLAG_SCALE; }
939 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
942 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
943 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
944 if(!flag.snd_flag_capture) { flag.snd_flag_capture = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
945 if(!flag.snd_flag_respawn) { flag.snd_flag_respawn = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
946 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
947 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
950 precache_sound(flag.snd_flag_taken);
951 precache_sound(flag.snd_flag_returned);
952 precache_sound(flag.snd_flag_capture);
953 precache_sound(flag.snd_flag_respawn);
954 precache_sound(flag.snd_flag_dropped);
955 precache_sound(flag.snd_flag_touch);
956 precache_model(flag.model);
957 precache_model("models/ctf/shield.md3");
958 precache_model("models/ctf/shockwavetransring.md3");
961 setmodel(flag, flag.model); // precision set below
962 setsize(flag, FLAG_MIN, FLAG_MAX);
963 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
965 if(autocvar_g_ctf_flag_glowtrails)
967 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
972 flag.effects |= EF_LOWPRECISION;
973 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
974 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
977 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
979 flag.dropped_origin = flag.origin;
981 flag.movetype = MOVETYPE_NONE;
983 else // drop to floor, automatically find a platform and set that as spawn origin
985 flag.noalign = FALSE;
988 flag.movetype = MOVETYPE_TOSS;
991 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
999 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
1003 // initially clear items so they can be set as necessary later.
1004 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
1005 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
1007 // scan through all the flags and notify the client about them
1008 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1010 switch(flag.ctf_status)
1014 if(flag.owner == self)
1015 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
1017 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
1022 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
1028 // item for stopping players from capturing the flag too often
1029 if(self.ctf_captureshielded)
1030 self.items |= IT_CTF_SHIELDED;
1032 // update the health of the flag carrier waypointsprite
1033 if(self.wps_flagcarrier)
1034 WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
1039 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
1041 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
1043 if(frag_target == frag_attacker) // damage done to yourself
1045 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
1046 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
1048 else // damage done to everyone else
1050 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
1051 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
1054 else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && IsDifferentTeam(frag_target, frag_attacker)) // if the target is a flagcarrier
1056 if(autocvar_g_ctf_flagcarrier_auto_helpme_when_damaged > frag_target.health)
1057 WaypointSprite_HelpMePing(frag_target.wps_flagcarrier); // TODO: only do this if there is a significant loss of health?
1062 MUTATOR_HOOKFUNCTION(ctf_PlayerDies)
1064 if((frag_attacker != frag_target) && (frag_attacker.classname == "player") && (frag_target.flagcarried))
1066 PlayerTeamScore_AddScore(frag_attacker, ctf_ReadScore("score_kill"));
1067 PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
1070 if(frag_target.flagcarried)
1071 { ctf_Handle_Throw(frag_target, world, DROP_NORMAL); }
1076 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
1079 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
1082 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
1084 if(self.flagcarried)
1085 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1090 MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
1092 if(self.flagcarried)
1093 if(!autocvar_g_ctf_portalteleport)
1094 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1099 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
1101 entity player = self;
1103 if((time > player.throw_antispam) && (player.deadflag == DEAD_NO) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1105 // pass the flag to a team mate
1106 if(autocvar_g_ctf_pass)
1108 entity head, closest_target;
1109 head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, TRUE);
1111 while(head) // find the closest acceptable target to pass to
1113 if(head.classname == "player" && head.deadflag == DEAD_NO)
1114 if(head != player && !IsDifferentTeam(head, player))
1115 if(!head.speedrunning && (!head.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1117 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
1119 if(clienttype(head) == CLIENTTYPE_BOT)
1121 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1122 ctf_Handle_Throw(head, player, DROP_PASS);
1126 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
1127 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1129 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
1132 else if(player.flagcarried)
1136 if(vlen(player.origin - WarpZone_RefSys_TransformOrigin(player, head, head.origin)) < vlen(player.origin - WarpZone_RefSys_TransformOrigin(player, head, closest_target.origin)))
1137 { closest_target = head; }
1139 else { closest_target = head; }
1145 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
1148 // throw the flag in front of you
1149 if(autocvar_g_ctf_drop && player.flagcarried)
1150 { ctf_Handle_Throw(player, world, DROP_THROW); }
1156 MUTATOR_HOOKFUNCTION(ctf_HelpMePing)
1158 if(self.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
1160 WaypointSprite_HelpMePing(self.wps_flagcarrier);
1162 else // create a normal help me waypointsprite
1164 WaypointSprite_Spawn("helpme", waypointsprite_deployed_lifetime, waypointsprite_limitedrange, self, FLAG_WAYPOINT_OFFSET, world, self.team, self, wps_helpme, FALSE, RADARICON_HELPME, '1 0.5 0');
1165 WaypointSprite_Ping(self.wps_helpme);
1171 MUTATOR_HOOKFUNCTION(ctf_VehicleEnter)
1173 if(other.flagcarried)
1175 if(!autocvar_g_ctf_flagcarrier_allow_vehicle_carry)
1177 ctf_Handle_Throw(self, world, DROP_NORMAL);
1181 setattachment(other.flagcarried, self, "");
1182 setorigin(other, VEHICLE_FLAG_OFFSET);
1183 other.flagcarried.scale = VEHICLE_FLAG_SCALE;
1184 //other.flagcarried.angles = '0 0 0';
1191 MUTATOR_HOOKFUNCTION(ctf_VehicleExit)
1193 if(self.owner.flagcarried)
1195 setattachment(self.owner.flagcarried, self.owner, "");
1196 setorigin(self.owner.flagcarried, FLAG_CARRY_OFFSET);
1197 self.owner.flagcarried.scale = FLAG_SCALE;
1198 self.owner.flagcarried.angles = '0 0 0';
1204 MUTATOR_HOOKFUNCTION(ctf_AbortSpeedrun)
1206 if(self.flagcarried)
1208 bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n");
1209 ctf_RespawnFlag(self);
1215 MUTATOR_HOOKFUNCTION(ctf_MatchEnd)
1217 entity flag; // temporary entity for the search method
1219 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1221 switch(flag.ctf_status)
1226 // lock the flag, game is over
1227 flag.movetype = MOVETYPE_NONE;
1228 flag.takedamage = DAMAGE_NO;
1229 flag.solid = SOLID_NOT;
1230 flag.nextthink = 0; // stop thinking
1232 print("stopping the ", flag.netname, " from moving.\n");
1240 // do nothing for these flags
1254 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
1255 CTF Starting point for a player in team one (Red).
1256 Keys: "angle" viewing angle when spawning. */
1257 void spawnfunc_info_player_team1()
1259 if(g_assault) { remove(self); return; }
1261 self.team = COLOR_TEAM1; // red
1262 spawnfunc_info_player_deathmatch();
1266 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
1267 CTF Starting point for a player in team two (Blue).
1268 Keys: "angle" viewing angle when spawning. */
1269 void spawnfunc_info_player_team2()
1271 if(g_assault) { remove(self); return; }
1273 self.team = COLOR_TEAM2; // blue
1274 spawnfunc_info_player_deathmatch();
1277 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
1278 CTF Starting point for a player in team three (Yellow).
1279 Keys: "angle" viewing angle when spawning. */
1280 void spawnfunc_info_player_team3()
1282 if(g_assault) { remove(self); return; }
1284 self.team = COLOR_TEAM3; // yellow
1285 spawnfunc_info_player_deathmatch();
1289 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1290 CTF Starting point for a player in team four (Purple).
1291 Keys: "angle" viewing angle when spawning. */
1292 void spawnfunc_info_player_team4()
1294 if(g_assault) { remove(self); return; }
1296 self.team = COLOR_TEAM4; // purple
1297 spawnfunc_info_player_deathmatch();
1300 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1301 CTF flag for team one (Red).
1303 "angle" Angle the flag will point (minus 90 degrees)...
1304 "model" model to use, note this needs red and blue as skins 0 and 1...
1305 "noise" sound played when flag is picked up...
1306 "noise1" sound played when flag is returned by a teammate...
1307 "noise2" sound played when flag is captured...
1308 "noise3" sound played when flag is lost in the field and respawns itself...
1309 "noise4" sound played when flag is dropped by a player...
1310 "noise5" sound played when flag touches the ground... */
1311 void spawnfunc_item_flag_team1()
1313 if(!g_ctf) { remove(self); return; }
1315 ctf_FlagSetup(1, self); // 1 = red
1318 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1319 CTF flag for team two (Blue).
1321 "angle" Angle the flag will point (minus 90 degrees)...
1322 "model" model to use, note this needs red and blue as skins 0 and 1...
1323 "noise" sound played when flag is picked up...
1324 "noise1" sound played when flag is returned by a teammate...
1325 "noise2" sound played when flag is captured...
1326 "noise3" sound played when flag is lost in the field and respawns itself...
1327 "noise4" sound played when flag is dropped by a player...
1328 "noise5" sound played when flag touches the ground... */
1329 void spawnfunc_item_flag_team2()
1331 if(!g_ctf) { remove(self); return; }
1333 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1336 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1337 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1338 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.
1340 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1341 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1342 void spawnfunc_ctf_team()
1344 if(!g_ctf) { remove(self); return; }
1346 self.classname = "ctf_team";
1347 self.team = self.cnt + 1;
1355 // code from here on is just to support maps that don't have flag and team entities
1356 void ctf_SpawnTeam (string teamname, float teamcolor)
1361 self.classname = "ctf_team";
1362 self.netname = teamname;
1363 self.cnt = teamcolor;
1365 spawnfunc_ctf_team();
1370 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1372 // if no teams are found, spawn defaults
1373 if(find(world, classname, "ctf_team") == world)
1375 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1376 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1377 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1383 void ctf_Initialize()
1385 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1387 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1388 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1389 ctf_captureshield_force = autocvar_g_ctf_shield_force;
1391 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1395 MUTATOR_DEFINITION(gamemode_ctf)
1397 MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
1398 MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
1399 MUTATOR_HOOK(PlayerDies, ctf_PlayerDies, CBC_ORDER_ANY);
1400 MUTATOR_HOOK(MatchEnd, ctf_MatchEnd, CBC_ORDER_ANY);
1401 MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
1402 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1403 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1404 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1405 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1406 MUTATOR_HOOK(HelpMePing, ctf_HelpMePing, CBC_ORDER_ANY);
1407 MUTATOR_HOOK(VehicleEnter, ctf_VehicleEnter, CBC_ORDER_ANY);
1408 MUTATOR_HOOK(VehicleExit, ctf_VehicleExit, CBC_ORDER_ANY);
1409 MUTATOR_HOOK(AbortSpeedrun, ctf_AbortSpeedrun, CBC_ORDER_ANY);
1413 if(time > 1) // game loads at time 1
1414 error("This is a game type and it cannot be added at runtime.");
1422 error("This is a game type and it cannot be removed at runtime.");