#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
#define FLAG_WAYPOINT_OFFSET ('0 0 64')
#define FLAG_FLOAT_OFFSET ('0 0 32')
#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
#define FLAG_WAYPOINT_OFFSET ('0 0 64')
#define FLAG_FLOAT_OFFSET ('0 0 32')
#define WPCOLOR_FLAGCARRIER(t) ('0.8 0.8 0')
#define WPCOLOR_DROPPEDFLAG(t) (('0.25 0.25 0.25' + colormapPaletteColor(t - 1, FALSE)) * 0.5)
#define WPCOLOR_FLAGCARRIER(t) ('0.8 0.8 0')
#define WPCOLOR_DROPPEDFLAG(t) (('0.25 0.25 0.25' + colormapPaletteColor(t - 1, FALSE)) * 0.5)
#define snd_flag_taken noise
#define snd_flag_returned noise1
#define snd_flag_capture noise2
#define snd_flag_taken noise
#define snd_flag_returned noise1
#define snd_flag_capture noise2
// 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
// 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 havocbot_ctf_middlepoint_radius;
void havocbot_role_ctf_setrole(entity bot, float role);
float havocbot_ctf_middlepoint_radius;
void havocbot_role_ctf_setrole(entity bot, float role);