// these are needed since mutators are compiled last
+#ifdef SVQC
// used in cheats.qc
-void ctf_RespawnFlag(entity flag)
+void ctf_RespawnFlag(entity flag);
// score rule declarations
#define ST_CTF_CAPS 1
#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
#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)
-// sounds
+// sounds
#define snd_flag_taken noise
#define snd_flag_returned noise1
#define snd_flag_capture noise2
// waypoint sprites
.entity bot_basewaypoint; // flag waypointsprite
.entity wps_helpme;
-.entity wps_flagbase;
+.entity wps_flagbase;
.entity wps_flagcarrier;
.entity wps_flagdropped;
.entity wps_enemyflagcarrier;
+.float wps_helpme_time;
float wpforenemy_announced;
float wpforenemy_nextthink;
.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 havocbot_ctf_middlepoint_radius;
void havocbot_role_ctf_setrole(entity bot, float role);
+#endif