// used in cheats.qc
void ctf_RespawnFlag(entity flag)
-// used in portals.qc
-void ctf_Handle_Drop(entity player, float droptype);
-
-// used in g_damage.qc
-float ctf_ReadScore(string parameter); // SOON WON'T BE NEEDED. // FIXCTF
-
// used in t_quake3.qc
void spawnfunc_info_player_team1();
void spawnfunc_info_player_team2();
void spawnfunc_item_flag_team2();
void spawnfunc_ctf_team();
-// flag constants
+// flag constants // for most of these, there is just one question to be asked: WHYYYYY?
#define FLAG_MIN (PL_MIN + '0 0 -13')
#define FLAG_MAX (PL_MAX + '0 0 -13')
+
#define FLAG_SCALE 0.6
#define FLAG_THINKRATE 0.2
#define FLAG_TOUCHRATE 0.5
+#define WPFE_THINKRATE 0.5
#define FLAG_DROP_OFFSET ('0 0 32')
-#define FLAG_CARRY_OFFSET ('-15 0 7')
+#define FLAG_CARRY_OFFSET ('-16 0 8')
#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
#define FLAG_WAYPOINT_OFFSET ('0 0 64')
-// sounds
-.string noise4;
-.string noise5;
+#define VEHICLE_FLAG_OFFSET ('0 0 96')
+#define VEHICLE_FLAG_SCALE 1.0
+
+// waypoint colors
+#define WPCOLOR_ENEMYFC(t) (colormapPaletteColor(t - 1, FALSE) * 0.75)
+#define WPCOLOR_FLAGCARRIER(t) (('0 0.75 0' + colormapPaletteColor(t - 1, FALSE)) * 0.5)
+#define WPCOLOR_DROPPEDFLAG(t) (('0.25 0.25 0.25' + colormapPaletteColor(t - 1, FALSE)) * 0.5)
+// sounds
#define snd_flag_taken noise
#define snd_flag_returned noise1
#define snd_flag_capture noise2
#define snd_flag_respawn noise3
-#define snd_flag_dropped noise4
-#define snd_flag_touch noise5
+.string snd_flag_dropped;
+.string snd_flag_touch;
// list of flags on the map
entity ctf_worldflaglist;
.entity ctf_worldflagnext;
+entity ctf_staleflaglist;
+.entity ctf_staleflagnext;
// waypoint sprites
.entity bot_basewaypoint; // flag waypointsprite
+.entity wps_helpme;
.entity wps_flagbase;
.entity wps_flagcarrier;
.entity wps_flagdropped;
+.entity wps_enemyflagcarrier;
// statuses
#define FLAG_BASE 1
-#define FLAG_CARRY 2
-#define FLAG_DROPPED 3
+#define FLAG_DROPPED 2
+#define FLAG_CARRY 3
+#define FLAG_PASSING 4
-#define DROPTYPE_NORMAL 1
-#define DROPTYPE_THROWN 2
+#define DROP_NORMAL 1
+#define DROP_THROW 2
+#define DROP_PASS 3
+#define DROP_RESET 4
+
+#define PICKUP_BASE 1
+#define PICKUP_DROPPED 2
+
+#define CAPTURE_NORMAL 1
+#define CAPTURE_DROPPED 2
+
+#define RETURN_TIMEOUT 1
+#define RETURN_DROPPED 2
+#define RETURN_DAMAGE 3
+#define RETURN_SPEEDRUN 4
+#define RETURN_NEEDKILL 5
// flag properties
#define ctf_spawnorigin dropped_origin
float ctf_captimerecord; // record time for capturing the flag
.float ctf_pickuptime;
-.float ctf_pickupid;
-.float ctf_dropperid; // don't allow spam of dropping the flag
.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;
+
+float wpforenemy_announced;
+float wpforenemy_nextthink;
+
+// passing properties
+.entity pass_sender;
+.entity pass_target;
+.float throw_antispam;
// 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