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, flag.snd_flag_pass, VOL_BASE, ATTN_NORM);
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;
257 if(!flag) { return; }
258 if((droptype == DROP_PASS) && !reciever) { return; }
260 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
263 setattachment(flag, world, "");
264 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
265 flag.owner.flagcarried = world;
267 flag.solid = SOLID_TRIGGER;
268 flag.ctf_droptime = time;
270 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
276 WarpZone_RefSys_MakeSameRefSys(flag, player);
277 targ_origin = WarpZone_RefSys_TransformOrigin(flag, reciever, (0.5 * (reciever.absmin + reciever.absmax)));
278 flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity);
284 makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
285 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_drop_velocity)), FALSE);
291 flag.velocity = '0 0 0'; // do nothing
298 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom())), FALSE);
308 flag.movetype = MOVETYPE_FLY;
309 flag.takedamage = DAMAGE_NO;
310 flag.pass_sender = player;
311 flag.pass_target = reciever;
312 flag.ctf_status = FLAG_PASSING;
315 sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
316 WarpZone_TrailParticles(world, particleeffectnum(flag.passeffect), targ_origin, player.origin);
317 ctf_EventLog("pass", flag.team, player);
331 ctf_Handle_Drop(flag, player, droptype);
336 // kill old waypointsprite
337 WaypointSprite_Ping(player.wps_flagcarrier);
338 WaypointSprite_Kill(player.wps_flagcarrier);
340 if(player.wps_enemyflagcarrier)
341 WaypointSprite_Kill(player.wps_enemyflagcarrier);
344 ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
352 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
354 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
355 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
357 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
359 // messages and sounds
360 Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
361 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
365 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
366 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
371 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
372 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
375 if(autocvar_g_ctf_flag_capture_effects)
377 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
378 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
382 if(capturetype == CAPTURE_NORMAL)
384 WaypointSprite_Kill(player.wps_flagcarrier);
385 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
389 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
390 ctf_RespawnFlag(enemy_flag);
393 void ctf_Handle_Return(entity flag, entity player)
395 // messages and sounds
396 //centerprint(player, strcat("You returned the ", flag.netname));
397 Send_KillNotification(player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
398 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
399 ctf_EventLog("return", flag.team, player);
402 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
403 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
405 TeamScore_AddToTeam(flag.team, ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
409 PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -ctf_ReadScore("penalty_returned")); // punish the player who dropped the flag
410 ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
411 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
415 ctf_RespawnFlag(flag);
418 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
421 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
422 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
423 float pickup_dropped_score; // used to calculate dropped pickup score
425 // attach the flag to the player
427 player.flagcarried = flag;
428 setattachment(flag, player, "");
429 setorigin(flag, FLAG_CARRY_OFFSET);
432 flag.movetype = MOVETYPE_NONE;
433 flag.takedamage = DAMAGE_NO;
434 flag.solid = SOLID_NOT;
435 flag.angles = '0 0 0';
436 flag.ctf_carrier = player;
437 flag.ctf_status = FLAG_CARRY;
441 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
442 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
446 // messages and sounds
447 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
448 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
449 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
451 FOR_EACH_REALPLAYER(tmp_player)
453 if(tmp_player == player)
454 centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
455 else if(!IsDifferentTeam(tmp_player, player))
456 centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
457 else if(!IsDifferentTeam(tmp_player, flag))
458 centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
463 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
464 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
469 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
474 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
480 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);
481 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);
482 print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
483 PlayerTeamScore_AddScore(player, pickup_dropped_score);
491 if(pickuptype == PICKUP_BASE)
493 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
494 if((player.speedrunning) && (ctf_captimerecord))
495 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
499 if(autocvar_g_ctf_flag_pickup_effects)
500 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
503 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
504 ctf_FlagcarrierWaypoints(player);
505 WaypointSprite_Ping(player.wps_flagcarrier);
509 // ===================
510 // Main Flag Functions
511 // ===================
513 void ctf_CheckFlagReturn(entity flag, float returntype)
515 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
517 if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
521 case RETURN_DROPPED: bprint("The ", flag.netname, " was dropped in the base and returned itself\n"); break;
522 case RETURN_DAMAGE: bprint("The ", flag.netname, " was destroyed and returned to base\n"); break;
523 case RETURN_SPEEDRUN: bprint("The ", flag.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n"); break;
524 case RETURN_NEEDKILL: bprint("The ", flag.netname, " fell somewhere it couldn't be reached and returned to base\n"); break;
528 { bprint("The ", flag.netname, " has returned to base\n"); break; }
530 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
531 ctf_EventLog("returned", flag.team, world);
532 ctf_RespawnFlag(flag);
536 void ctf_CheckStalemate(void)
539 float stale_red_flags, stale_blue_flags;
542 entity ctf_staleflaglist; // reset the list, we need to build the list each time this function runs
544 // build list of stale flags
545 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
547 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
548 if(tmp_entity.ctf_status != FLAG_BASE)
549 if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
551 tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
552 ctf_staleflaglist = tmp_entity;
554 switch(tmp_entity.team)
556 case COLOR_TEAM1: ++stale_red_flags; break;
557 case COLOR_TEAM2: ++stale_blue_flags; break;
562 if(stale_red_flags && stale_blue_flags)
563 ctf_stalemate = TRUE;
564 else if(!stale_red_flags && !stale_blue_flags)
565 ctf_stalemate = FALSE;
567 // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
570 for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
572 if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
573 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));
576 if not(wpforenemy_announced)
578 FOR_EACH_REALPLAYER(tmp_entity)
579 if(tmp_entity.flagcarried)
580 centerprint(tmp_entity, "Stalemate! Enemies can now see you on radar!");
582 centerprint(tmp_entity, "Stalemate! Flag carriers can now be seen by enemies on radar!");
584 wpforenemy_announced = TRUE;
589 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
591 if(ITEM_DAMAGE_NEEDKILL(deathtype))
593 // automatically kill the flag and return it
595 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
598 if(autocvar_g_ctf_flag_return_damage)
600 // reduce health and check if it should be returned
601 self.health = self.health - damage;
602 ctf_CheckFlagReturn(self, RETURN_DAMAGE);
612 self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
615 if(self == ctf_worldflaglist) // only for the first flag
616 FOR_EACH_CLIENT(tmp_entity)
617 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
620 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
621 dprint("wtf the flag got squashed?\n");
622 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
623 if(!trace_startsolid) // can we resize it without getting stuck?
624 setsize(self, FLAG_MIN, FLAG_MAX); }
626 switch(self.ctf_status) // reset flag angles in case warpzones adjust it
631 self.angles = '0 0 0';
639 switch(self.ctf_status)
643 if(autocvar_g_ctf_dropped_capture_radius)
645 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
646 if(tmp_entity.ctf_status == FLAG_DROPPED)
647 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
648 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
655 if(autocvar_g_ctf_flag_dropped_floatinwater)
657 vector midpoint = ((self.absmin + self.absmax) * 0.5);
658 if(pointcontents(midpoint) == CONTENT_WATER)
660 self.velocity = self.velocity * 0.5;
662 if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
663 { self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
665 { self.movetype = MOVETYPE_FLY; }
667 else if(self.movetype == MOVETYPE_FLY) { self.movetype = MOVETYPE_TOSS; }
669 if(autocvar_g_ctf_flag_return_dropped)
671 if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
674 ctf_CheckFlagReturn(self, RETURN_DROPPED);
678 if(autocvar_g_ctf_flag_return_time)
680 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
681 ctf_CheckFlagReturn(self, RETURN_TIMEOUT);
689 if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord))
692 ctf_CheckFlagReturn(self, RETURN_SPEEDRUN);
696 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
700 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
702 if(time >= wpforenemy_nextthink)
704 ctf_CheckStalemate();
705 wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
711 case FLAG_PASSING: // todo make work with warpzones
713 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
714 vector old_targ_origin = targ_origin;
715 targ_origin = WarpZone_RefSys_TransformOrigin(self, self.pass_target, targ_origin);
716 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
718 print(strcat("self: ", vtos(self.origin), ", old: ", vtos(old_targ_origin), " (", ftos(vlen(self.origin - old_targ_origin)), "qu)"), ", transformed: ", vtos(targ_origin), " (", ftos(vlen(self.origin - targ_origin)), "qu)", ".\n");
720 if((self.pass_target.deadflag != DEAD_NO)
721 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
722 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
723 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
725 ctf_Handle_Drop(self, world, DROP_PASS);
727 else // still a viable target, go for it
729 vector desired_direction = normalize(targ_origin - self.origin);
730 vector current_direction = normalize(self.velocity);
732 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
737 default: // this should never happen
739 dprint("ctf_FlagThink(): Flag exists with no status?\n");
747 if(gameover) { return; }
749 entity toucher = other;
751 // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
752 if(ITEM_TOUCH_NEEDKILL())
755 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
759 // special touch behaviors
760 if(toucher.vehicle_flags & VHF_ISVEHICLE)
762 if(autocvar_g_ctf_allow_vehicle_touch)
763 toucher = toucher.owner; // the player is actually the vehicle owner, not other
765 return; // do nothing
767 else if(toucher.classname != "player") // The flag just touched an object, most likely the world
769 if(time > self.wait) // if we haven't in a while, play a sound/effect
771 pointparticles(particleeffectnum(self.toucheffect), self.origin, '0 0 0', 1);
772 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
773 self.wait = time + FLAG_TOUCHRATE;
777 else if(toucher.deadflag != DEAD_NO) { return; }
779 switch(self.ctf_status)
783 if(!IsDifferentTeam(toucher, self) && (toucher.flagcarried) && IsDifferentTeam(toucher.flagcarried, self))
784 ctf_Handle_Capture(self, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
785 else if(IsDifferentTeam(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time))
786 ctf_Handle_Pickup(self, toucher, PICKUP_BASE); // toucher just stole the enemies flag
792 if(!IsDifferentTeam(toucher, self))
793 ctf_Handle_Return(self, toucher); // toucher just returned his own flag
794 else if((!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
795 ctf_Handle_Pickup(self, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
801 dprint("Someone touched a flag even though it was being carried?\n");
807 if((toucher.classname == "player") && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
809 if(IsDifferentTeam(toucher, self.pass_sender))
810 ctf_Handle_Return(self, toucher);
812 ctf_Handle_Retrieve(self, toucher);
819 void ctf_RespawnFlag(entity flag)
821 // reset the player (if there is one)
822 if((flag.owner) && (flag.owner.flagcarried == flag))
824 if(flag.owner.wps_enemyflagcarrier)
825 WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
827 WaypointSprite_Kill(flag.wps_flagcarrier);
829 flag.owner.flagcarried = world;
831 if(flag.speedrunning)
832 ctf_FakeTimeLimit(flag.owner, -1);
835 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
836 { WaypointSprite_Kill(flag.wps_flagdropped); }
839 setattachment(flag, world, "");
840 setorigin(flag, flag.ctf_spawnorigin);
842 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
843 flag.takedamage = DAMAGE_NO;
844 flag.health = flag.max_flag_health;
845 flag.solid = SOLID_TRIGGER;
846 flag.velocity = '0 0 0';
847 flag.angles = flag.mangle;
848 flag.flags = FL_ITEM | FL_NOTARGET;
850 flag.ctf_status = FLAG_BASE;
852 flag.pass_sender = world;
853 flag.pass_target = world;
854 flag.ctf_carrier = world;
855 flag.ctf_dropper = world;
856 flag.ctf_pickuptime = 0;
857 flag.ctf_droptime = 0;
859 wpforenemy_announced = FALSE;
865 if(self.owner.classname == "player")
866 ctf_Handle_Throw(self.owner, world, DROP_RESET);
868 ctf_RespawnFlag(self);
871 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
874 waypoint_spawnforitem_force(self, self.origin);
875 self.nearestwaypointtimeout = 0; // activate waypointing again
876 self.bot_basewaypoint = self.nearestwaypoint;
879 WaypointSprite_SpawnFixed(((self.team == COLOR_TEAM1) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
880 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
882 // captureshield setup
883 ctf_CaptureShield_Spawn(self);
886 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
889 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.
890 self = flag; // for later usage with droptofloor()
893 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
894 ctf_worldflaglist = flag;
896 setattachment(flag, world, "");
898 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
899 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
900 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
901 flag.classname = "item_flag_team";
902 flag.target = "###item###"; // wut?
903 flag.flags = FL_ITEM | FL_NOTARGET;
904 flag.solid = SOLID_TRIGGER;
905 flag.takedamage = DAMAGE_NO;
906 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
907 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
908 flag.health = flag.max_flag_health;
909 flag.event_damage = ctf_FlagDamage;
910 flag.pushable = TRUE;
911 flag.teleportable = TELEPORT_NORMAL;
912 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
913 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
914 flag.velocity = '0 0 0';
915 flag.mangle = flag.angles;
916 flag.reset = ctf_Reset;
917 flag.touch = ctf_FlagTouch;
918 flag.think = ctf_FlagThink;
919 flag.nextthink = time + FLAG_THINKRATE;
920 flag.ctf_status = FLAG_BASE;
922 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
923 if(!flag.scale) { flag.scale = FLAG_SCALE; }
924 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
925 if(!flag.toucheffect) { flag.toucheffect = ((teamnumber) ? "redflag_touch" : "blueflag_touch"); }
926 if(!flag.passeffect) { flag.passeffect = ((!teamnumber) ? "red_pass" : "blue_pass"); } // invert the team number of the flag to pass as enemy team color
929 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
930 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
931 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
932 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.
933 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
934 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "ctf/touch.wav"; } // again has no team-based sound
935 if(!flag.snd_flag_pass) { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here
938 precache_sound(flag.snd_flag_taken);
939 precache_sound(flag.snd_flag_returned);
940 precache_sound(flag.snd_flag_capture);
941 precache_sound(flag.snd_flag_respawn);
942 precache_sound(flag.snd_flag_dropped);
943 precache_sound(flag.snd_flag_touch);
944 precache_sound(flag.snd_flag_pass);
945 precache_model(flag.model);
946 precache_model("models/ctf/shield.md3");
947 precache_model("models/ctf/shockwavetransring.md3");
950 setmodel(flag, flag.model); // precision set below
951 setsize(flag, FLAG_MIN, FLAG_MAX);
952 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
954 if(autocvar_g_ctf_flag_glowtrails)
956 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
961 flag.effects |= EF_LOWPRECISION;
962 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
963 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
966 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
968 flag.dropped_origin = flag.origin;
970 flag.movetype = MOVETYPE_NONE;
972 else // drop to floor, automatically find a platform and set that as spawn origin
974 flag.noalign = FALSE;
977 flag.movetype = MOVETYPE_TOSS;
980 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
988 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
992 // initially clear items so they can be set as necessary later.
993 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
994 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
996 // scan through all the flags and notify the client about them
997 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
999 switch(flag.ctf_status)
1003 if(flag.owner == self)
1004 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
1006 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
1011 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
1017 // item for stopping players from capturing the flag too often
1018 if(self.ctf_captureshielded)
1019 self.items |= IT_CTF_SHIELDED;
1021 // update the health of the flag carrier waypointsprite
1022 if(self.wps_flagcarrier)
1023 WaypointSprite_UpdateHealth(self.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
1028 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
1030 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
1032 if(frag_target == frag_attacker) // damage done to yourself
1034 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
1035 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
1037 else // damage done to everyone else
1039 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
1040 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
1043 else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && IsDifferentTeam(frag_target, frag_attacker)) // if the target is a flagcarrier
1045 // healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent)
1046 if(autocvar_g_ctf_flagcarrier_auto_helpme_when_damaged > frag_target.health)
1047 WaypointSprite_HelpMePing(frag_target.wps_flagcarrier); // TODO: only do this if there is a significant loss of health?
1052 MUTATOR_HOOKFUNCTION(ctf_PlayerDies)
1054 if((frag_attacker != frag_target) && (frag_attacker.classname == "player") && (frag_target.flagcarried))
1056 PlayerTeamScore_AddScore(frag_attacker, ctf_ReadScore("score_kill"));
1057 PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
1060 if(frag_target.flagcarried)
1061 { ctf_Handle_Throw(frag_target, world, DROP_NORMAL); }
1066 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
1069 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
1072 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
1074 if(self.flagcarried)
1075 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1080 MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
1082 if(self.flagcarried)
1083 if(!autocvar_g_ctf_portalteleport)
1084 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1089 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
1091 entity player = self;
1093 if((time > player.throw_antispam) && (player.deadflag == DEAD_NO) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1095 // pass the flag to a team mate
1096 if(autocvar_g_ctf_pass)
1098 entity head, closest_target;
1099 head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, TRUE);
1101 while(head) // find the closest acceptable target to pass to
1103 if(head.classname == "player" && head.deadflag == DEAD_NO)
1104 if(head != player && !IsDifferentTeam(head, player))
1105 if(!head.speedrunning && (!head.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1107 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
1109 if(clienttype(head) == CLIENTTYPE_BOT)
1111 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1112 ctf_Handle_Throw(head, player, DROP_PASS);
1116 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
1117 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1119 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
1122 else if(player.flagcarried)
1126 if(vlen(player.origin - WarpZone_UnTransformOrigin(head, head.origin)) < vlen(player.origin - WarpZone_UnTransformOrigin(closest_target, closest_target.origin)))
1127 { closest_target = head; }
1129 else { closest_target = head; }
1135 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
1138 // throw the flag in front of you
1139 if(autocvar_g_ctf_drop && player.flagcarried)
1140 { ctf_Handle_Throw(player, world, DROP_THROW); }
1146 MUTATOR_HOOKFUNCTION(ctf_HelpMePing)
1148 if(self.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
1150 WaypointSprite_HelpMePing(self.wps_flagcarrier);
1152 else // create a normal help me waypointsprite
1154 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');
1155 WaypointSprite_Ping(self.wps_helpme);
1161 MUTATOR_HOOKFUNCTION(ctf_VehicleEnter)
1163 if(vh_player.flagcarried)
1165 if(!autocvar_g_ctf_flagcarrier_allow_vehicle_carry)
1167 ctf_Handle_Throw(vh_player, world, DROP_NORMAL);
1171 setattachment(vh_player.flagcarried, vh_vehicle, "");
1172 setorigin(vh_player.flagcarried, VEHICLE_FLAG_OFFSET);
1173 vh_player.flagcarried.scale = VEHICLE_FLAG_SCALE;
1174 //vh_player.flagcarried.angles = '0 0 0';
1181 MUTATOR_HOOKFUNCTION(ctf_VehicleExit)
1183 if(vh_player.flagcarried)
1185 setattachment(vh_player.flagcarried, vh_player, "");
1186 setorigin(vh_player.flagcarried, FLAG_CARRY_OFFSET);
1187 vh_player.flagcarried.scale = FLAG_SCALE;
1188 vh_player.flagcarried.angles = '0 0 0';
1194 MUTATOR_HOOKFUNCTION(ctf_AbortSpeedrun)
1196 if(self.flagcarried)
1198 bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n");
1199 ctf_RespawnFlag(self);
1205 MUTATOR_HOOKFUNCTION(ctf_MatchEnd)
1207 entity flag; // temporary entity for the search method
1209 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1211 switch(flag.ctf_status)
1216 // lock the flag, game is over
1217 flag.movetype = MOVETYPE_NONE;
1218 flag.takedamage = DAMAGE_NO;
1219 flag.solid = SOLID_NOT;
1220 flag.nextthink = 0; // stop thinking
1222 print("stopping the ", flag.netname, " from moving.\n");
1230 // do nothing for these flags
1244 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
1245 CTF Starting point for a player in team one (Red).
1246 Keys: "angle" viewing angle when spawning. */
1247 void spawnfunc_info_player_team1()
1249 if(g_assault) { remove(self); return; }
1251 self.team = COLOR_TEAM1; // red
1252 spawnfunc_info_player_deathmatch();
1256 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
1257 CTF Starting point for a player in team two (Blue).
1258 Keys: "angle" viewing angle when spawning. */
1259 void spawnfunc_info_player_team2()
1261 if(g_assault) { remove(self); return; }
1263 self.team = COLOR_TEAM2; // blue
1264 spawnfunc_info_player_deathmatch();
1267 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
1268 CTF Starting point for a player in team three (Yellow).
1269 Keys: "angle" viewing angle when spawning. */
1270 void spawnfunc_info_player_team3()
1272 if(g_assault) { remove(self); return; }
1274 self.team = COLOR_TEAM3; // yellow
1275 spawnfunc_info_player_deathmatch();
1279 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1280 CTF Starting point for a player in team four (Purple).
1281 Keys: "angle" viewing angle when spawning. */
1282 void spawnfunc_info_player_team4()
1284 if(g_assault) { remove(self); return; }
1286 self.team = COLOR_TEAM4; // purple
1287 spawnfunc_info_player_deathmatch();
1290 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1291 CTF flag for team one (Red).
1293 "angle" Angle the flag will point (minus 90 degrees)...
1294 "model" model to use, note this needs red and blue as skins 0 and 1...
1295 "noise" sound played when flag is picked up...
1296 "noise1" sound played when flag is returned by a teammate...
1297 "noise2" sound played when flag is captured...
1298 "noise3" sound played when flag is lost in the field and respawns itself...
1299 "noise4" sound played when flag is dropped by a player...
1300 "noise5" sound played when flag touches the ground... */
1301 void spawnfunc_item_flag_team1()
1303 if(!g_ctf) { remove(self); return; }
1305 ctf_FlagSetup(1, self); // 1 = red
1308 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1309 CTF flag for team two (Blue).
1311 "angle" Angle the flag will point (minus 90 degrees)...
1312 "model" model to use, note this needs red and blue as skins 0 and 1...
1313 "noise" sound played when flag is picked up...
1314 "noise1" sound played when flag is returned by a teammate...
1315 "noise2" sound played when flag is captured...
1316 "noise3" sound played when flag is lost in the field and respawns itself...
1317 "noise4" sound played when flag is dropped by a player...
1318 "noise5" sound played when flag touches the ground... */
1319 void spawnfunc_item_flag_team2()
1321 if(!g_ctf) { remove(self); return; }
1323 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1326 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1327 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1328 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.
1330 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1331 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1332 void spawnfunc_ctf_team()
1334 if(!g_ctf) { remove(self); return; }
1336 self.classname = "ctf_team";
1337 self.team = self.cnt + 1;
1345 // code from here on is just to support maps that don't have flag and team entities
1346 void ctf_SpawnTeam (string teamname, float teamcolor)
1351 self.classname = "ctf_team";
1352 self.netname = teamname;
1353 self.cnt = teamcolor;
1355 spawnfunc_ctf_team();
1360 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1362 // if no teams are found, spawn defaults
1363 if(find(world, classname, "ctf_team") == world)
1365 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1366 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1367 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1373 void ctf_Initialize()
1375 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1377 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1378 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1379 ctf_captureshield_force = autocvar_g_ctf_shield_force;
1381 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1385 MUTATOR_DEFINITION(gamemode_ctf)
1387 MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
1388 MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
1389 MUTATOR_HOOK(PlayerDies, ctf_PlayerDies, CBC_ORDER_ANY);
1390 MUTATOR_HOOK(MatchEnd, ctf_MatchEnd, CBC_ORDER_ANY);
1391 MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
1392 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1393 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1394 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1395 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1396 MUTATOR_HOOK(HelpMePing, ctf_HelpMePing, CBC_ORDER_ANY);
1397 MUTATOR_HOOK(VehicleEnter, ctf_VehicleEnter, CBC_ORDER_ANY);
1398 MUTATOR_HOOK(VehicleExit, ctf_VehicleExit, CBC_ORDER_ANY);
1399 MUTATOR_HOOK(AbortSpeedrun, ctf_AbortSpeedrun, CBC_ORDER_ANY);
1403 if(time > 1) // game loads at time 1
1404 error("This is a game type and it cannot be added at runtime.");
1412 error("This is a game type and it cannot be removed at runtime.");