]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_ctf.qh
Merge remote-tracking branch 'origin/master' into samual/respawn_improvements
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_ctf.qh
index a5b8b24f048d9265912f849ea44dd9fc3ac33fad..882b1064b49de78ce2d1c7dfcda641b4601839c5 100644 (file)
@@ -1,16 +1,17 @@
 // these are needed since mutators are compiled last
 
+#ifdef SVQC
 // used in cheats.qc
-void ctf_RespawnFlag(entity flag)
+void ctf_RespawnFlag(entity flag);
 
-// used in t_quake3.qc
-void spawnfunc_info_player_team1();
-void spawnfunc_info_player_team2();
-void spawnfunc_info_player_team3();
-void spawnfunc_info_player_team4();
-void spawnfunc_item_flag_team1();
-void spawnfunc_item_flag_team2();
-void spawnfunc_ctf_team();
+// score rule declarations
+#define ST_CTF_CAPS 1
+#define SP_CTF_CAPS 4
+#define SP_CTF_CAPTIME 5
+#define SP_CTF_PICKUPS 6
+#define SP_CTF_DROPS 7
+#define SP_CTF_FCKILLS 8
+#define SP_CTF_RETURNS 9
 
 // flag constants // for most of these, there is just one question to be asked: WHYYYYY?
 #define FLAG_MIN (PL_MIN + '0 0 -13')
@@ -27,6 +28,7 @@ void spawnfunc_ctf_team();
 #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_PASS_ARC_OFFSET ('0 0 -10')
 
 #define VEHICLE_FLAG_OFFSET ('0 0 96')
 #define VEHICLE_FLAG_SCALE 1.0
@@ -48,6 +50,7 @@ void spawnfunc_ctf_team();
 // effects
 .string toucheffect;
 .string passeffect;
+.string capeffect;
 
 // list of flags on the map
 entity ctf_worldflaglist;
@@ -61,6 +64,7 @@ entity ctf_worldflaglist;
 .entity wps_flagcarrier;
 .entity wps_flagdropped;
 .entity wps_enemyflagcarrier;
+.float wps_helpme_time;
 float wpforenemy_announced;
 float wpforenemy_nextthink;
 
@@ -94,18 +98,46 @@ float ctf_captimerecord; // record time for capturing the flag
 .float ctf_pickuptime;
 .float ctf_droptime;
 .float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
-.entity ctf_carrier;
 .entity ctf_dropper; // don't allow spam of dropping the flag
 .float max_flag_health;
 .float next_take_time;
 
-// passing properties
+// passing/throwing properties
+.float pass_distance;
 .entity pass_sender;
 .entity pass_target;
 .float throw_antispam;
+.float throw_prevtime;
+.float throw_count;
 
 // CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
 float ctf_captureshield_min_negscore; // punish at -20 points
 float ctf_captureshield_max_ratio; // punish at most 30% of each team
 float ctf_captureshield_force; // push force of the shield
+
+// bot player logic
+#define HAVOCBOT_CTF_ROLE_NONE 0
+#define HAVOCBOT_CTF_ROLE_DEFENSE 2
+#define HAVOCBOT_CTF_ROLE_MIDDLE 4
+#define HAVOCBOT_CTF_ROLE_OFFENSE 8
+#define HAVOCBOT_CTF_ROLE_CARRIER 16
+#define HAVOCBOT_CTF_ROLE_RETRIEVER 32
+#define HAVOCBOT_CTF_ROLE_ESCORT 64
+
+.float havocbot_cantfindflag;
+
+vector havocbot_ctf_middlepoint;
+float havocbot_ctf_middlepoint_radius;
+
+void havocbot_role_ctf_setrole(entity bot, float role);
+
+// client notification stuff
+.float CAPTURE_VERBOSE;
+.float PICKUP_TEAM_VERBOSE;
+.float PICKUP_ENEMY_VERBOSE;
+#else
+var float autocvar_notification_ctf_pickup_team_verbose = FALSE;
+var float autocvar_notification_ctf_pickup_enemy_verbose = FALSE;
+#endif
+var float autocvar_notification_ctf_capture_verbose = FALSE;