#include "gamemode_ctf.qh"
-#include "../_all.qh"
#include "gamemode.qh"
#ifdef SVQC
#include "../../common/vehicles/all.qh"
+#include "../teamplay.qh"
#endif
-#include "../../warpzonelib/common.qh"
+#include "../../lib/warpzone/common.qh"
void ctf_FakeTimeLimit(entity e, float t)
{
void ctf_FlagcarrierWaypoints(entity player)
{
WaypointSprite_Spawn(WP_FlagCarrier, 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, true, RADARICON_FLAG);
- WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON) * 2);
- WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
+ WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id) * 2);
+ WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
}
vector mymid = (self.absmin + self.absmax) * 0.5;
vector othermid = (other.absmin + other.absmax) * 0.5;
- Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
+ Damage(other, self, self, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
if(IS_REAL_CLIENT(other)) { Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_CTF_CAPTURESHIELD_SHIELDED); }
}
shield.scale = 0.5;
setorigin(shield, self.origin);
- setmodel(shield, "models/ctf/shield.md3");
+ setmodel(shield, MDL_CTF_SHIELD);
setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
}
// messages and sounds
Send_Notification(NOTIF_ALL, world, MSG_INFO, ((flag.team) ? APP_TEAM_ENT_4(flag, INFO_CTF_LOST_) : INFO_CTF_LOST_NEUTRAL), player.netname);
- sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTEN_NONE);
+ _sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTEN_NONE);
ctf_EventLog("dropped", player.team, player);
// scoring
flag.ctf_status = FLAG_CARRY;
// messages and sounds
- sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTEN_NORM);
+ _sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTEN_NORM);
ctf_EventLog("receive", flag.team, player);
FOR_EACH_REALPLAYER(tmp_player)
flag.ctf_status = FLAG_PASSING;
// other
- sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
+ _sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
WarpZone_TrailParticles(world, _particleeffectnum(flag.passeffect), player.origin, targ_origin);
ctf_EventLog("pass", flag.team, player);
break;
// messages and sounds
Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((enemy_flag.team) ? APP_TEAM_ENT_4(enemy_flag, CENTER_CTF_CAPTURE_) : CENTER_CTF_CAPTURE_NEUTRAL));
ctf_CaptureRecord(enemy_flag, player);
- sound(player, CH_TRIGGER, ((ctf_oneflag) ? player_team_flag.snd_flag_capture : ((DIFF_TEAM(player, flag)) ? enemy_flag.snd_flag_capture : flag.snd_flag_capture)), VOL_BASE, ATTEN_NONE);
+ _sound(player, CH_TRIGGER, ((ctf_oneflag) ? player_team_flag.snd_flag_capture : ((DIFF_TEAM(player, flag)) ? enemy_flag.snd_flag_capture : flag.snd_flag_capture)), VOL_BASE, ATTEN_NONE);
switch(capturetype)
{
Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_4(flag, CENTER_CTF_RETURN_));
Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(flag, INFO_CTF_RETURN_), player.netname);
}
- sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTEN_NONE);
+ _sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTEN_NONE);
ctf_EventLog("return", flag.team, player);
// scoring
else
Send_Notification(NOTIF_ONE, tmp_entity, MSG_CHOICE, ((SAME_TEAM(flag, player)) ? CHOICE_CTF_PICKUP_ENEMY_TEAM : CHOICE_CTF_PICKUP_ENEMY), Team_ColorCode(player.team), player.netname);
- sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
+ _sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
// scoring
PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
case RETURN_TIMEOUT:
{ Send_Notification(NOTIF_ALL, world, MSG_INFO, ((flag.team) ? APP_TEAM_ENT_4(flag, INFO_CTF_FLAGRETURN_TIMEOUT_) : INFO_CTF_FLAGRETURN_TIMEOUT_NEUTRAL)); break; }
}
- sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTEN_NONE);
+ _sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTEN_NONE);
ctf_EventLog("returned", flag.team, world);
ctf_RespawnFlag(flag);
}
if(time > self.wait) // if we haven't in a while, play a sound/effect
{
Send_Effect_(self.toucheffect, self.origin, '0 0 0', 1);
- sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTEN_NORM);
+ _sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTEN_NORM);
self.wait = time + FLAG_TOUCHRATE;
}
return;
void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
{SELFPARAM();
// declarations
- string teamname = Static_Team_ColorName_Lower(teamnumber);
setself(flag); // for later usage with droptofloor()
// main setup
flag.nextthink = time + FLAG_THINKRATE;
flag.ctf_status = FLAG_BASE;
+ string teamname = Static_Team_ColorName_Lower(teamnumber);
// appearence
if(!flag.scale) { flag.scale = FLAG_SCALE; }
if(flag.skin == 0) { flag.skin = cvar(sprintf("g_ctf_flag_%s_skin", teamname)); }
set_flag_string(flag, capeffect, "%s_cap", teamname);
// sounds
- set_flag_string(flag, snd_flag_taken, "ctf/%s_taken.wav", teamname);
- set_flag_string(flag, snd_flag_returned, "ctf/%s_returned.wav", teamname);
- set_flag_string(flag, snd_flag_capture, "ctf/%s_capture.wav", teamname);
- set_flag_string(flag, snd_flag_dropped, "ctf/%s_dropped.wav", teamname);
- 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.
- if(flag.snd_flag_touch == "") { flag.snd_flag_touch = "ctf/touch.wav"; } // again has no team-based sound
- if(flag.snd_flag_pass == "") { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here
-
- // precache
- precache_sound(flag.snd_flag_taken);
- precache_sound(flag.snd_flag_returned);
- precache_sound(flag.snd_flag_capture);
+ flag.snd_flag_taken = SND(CTF_TAKEN(teamnumber));
+ flag.snd_flag_returned = SND(CTF_RETURNED(teamnumber));
+ flag.snd_flag_capture = SND(CTF_CAPTURE(teamnumber));
+ flag.snd_flag_dropped = SND(CTF_DROPPED(teamnumber));
+ if (flag.snd_flag_respawn == "") flag.snd_flag_respawn = SND(CTF_RESPAWN); // if there is ever a team-based sound for this, update the code to match.
precache_sound(flag.snd_flag_respawn);
- precache_sound(flag.snd_flag_dropped);
+ if (flag.snd_flag_touch == "") flag.snd_flag_touch = SND(CTF_TOUCH); // again has no team-based sound
precache_sound(flag.snd_flag_touch);
+ if (flag.snd_flag_pass == "") flag.snd_flag_pass = SND(CTF_PASS); // same story here
precache_sound(flag.snd_flag_pass);
+
+ // precache
precache_model(flag.model);
- precache_model("models/ctf/shield.md3");
- precache_model("models/ctf/shockwavetransring.md3");
// appearence
- setmodel(flag, flag.model); // precision set below
+ _setmodel(flag, flag.model); // precision set below
setsize(flag, FLAG_MIN, FLAG_MAX);
setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
{
// Can't navigate to my own base, suicide!
// TODO: drop it and wander around
- Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
+ Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
return;
}
}
// update the health of the flag carrier waypointsprite
if(self.wps_flagcarrier)
- WaypointSprite_UpdateHealth(self.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
+ WaypointSprite_UpdateHealth(self.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
return false;
}
}
else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && CTF_DIFFTEAM(frag_target, frag_attacker)) // if the target is a flagcarrier
{
- if(autocvar_g_ctf_flagcarrier_auto_helpme_damage > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON)))
+ if(autocvar_g_ctf_flagcarrier_auto_helpme_damage > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id)))
if(time > frag_target.wps_helpme_time + autocvar_g_ctf_flagcarrier_auto_helpme_time)
{
frag_target.wps_helpme_time = time;
"noise3" sound played when flag is lost in the field and respawns itself...
"noise4" sound played when flag is dropped by a player...
"noise5" sound played when flag touches the ground... */
-void spawnfunc_item_flag_team1()
-{SELFPARAM();
+spawnfunc(item_flag_team1)
+{
if(!g_ctf) { remove(self); return; }
ctf_FlagSetup(NUM_TEAM_1, self);
"noise3" sound played when flag is lost in the field and respawns itself...
"noise4" sound played when flag is dropped by a player...
"noise5" sound played when flag touches the ground... */
-void spawnfunc_item_flag_team2()
-{SELFPARAM();
+spawnfunc(item_flag_team2)
+{
if(!g_ctf) { remove(self); return; }
ctf_FlagSetup(NUM_TEAM_2, self);
"noise3" sound played when flag is lost in the field and respawns itself...
"noise4" sound played when flag is dropped by a player...
"noise5" sound played when flag touches the ground... */
-void spawnfunc_item_flag_team3()
-{SELFPARAM();
+spawnfunc(item_flag_team3)
+{
if(!g_ctf) { remove(self); return; }
ctf_FlagSetup(NUM_TEAM_3, self);
"noise3" sound played when flag is lost in the field and respawns itself...
"noise4" sound played when flag is dropped by a player...
"noise5" sound played when flag touches the ground... */
-void spawnfunc_item_flag_team4()
-{SELFPARAM();
+spawnfunc(item_flag_team4)
+{
if(!g_ctf) { remove(self); return; }
ctf_FlagSetup(NUM_TEAM_4, self);
"noise3" sound played when flag is lost in the field and respawns itself...
"noise4" sound played when flag is dropped by a player...
"noise5" sound played when flag touches the ground... */
-void spawnfunc_item_flag_neutral()
-{SELFPARAM();
+spawnfunc(item_flag_neutral)
+{
if(!g_ctf) { remove(self); return; }
if(!cvar("g_ctf_oneflag")) { remove(self); return; }
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()
-{SELFPARAM();
+spawnfunc(ctf_team)
+{
if(!g_ctf) { remove(self); return; }
self.classname = "ctf_team";
}
// compatibility for quake maps
-void spawnfunc_team_CTF_redflag() { spawnfunc_item_flag_team1(); }
-void spawnfunc_team_CTF_blueflag() { spawnfunc_item_flag_team2(); }
-void spawnfunc_team_CTF_redplayer() { spawnfunc_info_player_team1(); }
-void spawnfunc_team_CTF_blueplayer() { spawnfunc_info_player_team2(); }
-void spawnfunc_team_CTF_redspawn() { spawnfunc_info_player_team1(); }
-void spawnfunc_team_CTF_bluespawn() { spawnfunc_info_player_team2(); }
+spawnfunc(team_CTF_redflag) { spawnfunc_item_flag_team1(this); }
+spawnfunc(team_CTF_blueflag) { spawnfunc_item_flag_team2(this); }
+spawnfunc(info_player_team1);
+spawnfunc(team_CTF_redplayer) { spawnfunc_info_player_team1(this); }
+spawnfunc(team_CTF_redspawn) { spawnfunc_info_player_team1(this); }
+spawnfunc(info_player_team2);
+spawnfunc(team_CTF_blueplayer) { spawnfunc_info_player_team2(this); }
+spawnfunc(team_CTF_bluespawn) { spawnfunc_info_player_team2(this); }
-void team_CTF_neutralflag() { spawnfunc_item_flag_neutral(); }
-void team_neutralobelisk() { spawnfunc_item_flag_neutral(); }
+void team_CTF_neutralflag() { SELFPARAM(); spawnfunc_item_flag_neutral(self); }
+void team_neutralobelisk() { SELFPARAM(); spawnfunc_item_flag_neutral(self); }
// ==============
// code from here on is just to support maps that don't have flag and team entities
void ctf_SpawnTeam (string teamname, int teamcolor)
-{SELFPARAM();
- setself(spawn());
- self.classname = "ctf_team";
- self.netname = teamname;
- self.cnt = teamcolor;
-
- spawnfunc_ctf_team();
-
- setself(this);
+{
+ entity this = new(ctf_team);
+ this.netname = teamname;
+ this.cnt = teamcolor;
+ this.spawnfunc_checked = true;
+ WITH(entity, self, this, spawnfunc_ctf_team(this));
}
void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.