bool autocvar_g_ctf_flag_glowtrails;
int autocvar_g_ctf_flag_health;
bool autocvar_g_ctf_flag_return;
+bool autocvar_g_ctf_flag_return_carrying;
float autocvar_g_ctf_flag_return_carried_radius;
float autocvar_g_ctf_flag_return_time;
bool autocvar_g_ctf_flag_return_when_unreachable;
case FLAG_DROPPED:
{
- if(CTF_SAMETEAM(toucher, flag) && (autocvar_g_ctf_flag_return || num_perteam <= 1) && flag.team) // automatically return if there's only 1 player on the team
+ if(CTF_SAMETEAM(toucher, flag) && (autocvar_g_ctf_flag_return || num_perteam <= 1 || (autocvar_g_ctf_flag_return_carrying && toucher.flagcarried)) && flag.team) // automatically return if there's only 1 player on the team
ctf_Handle_Return(flag, toucher); // toucher just returned his own flag
else if(is_not_monster && (!toucher.flagcarried) && ((toucher != flag.ctf_dropper) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
ctf_CheckStalemate();
}
-void ctf_Reset()
-{SELFPARAM();
- if(self.owner)
- if(IS_PLAYER(self.owner))
- ctf_Handle_Throw(self.owner, world, DROP_RESET);
+void ctf_Reset(entity this)
+{
+ if(this.owner && IS_PLAYER(this.owner))
+ ctf_Handle_Throw(this.owner, world, DROP_RESET);
- ctf_RespawnFlag(self);
+ ctf_RespawnFlag(this);
}
void ctf_DelayedFlagSetup() // called after a flag is placed on a map by ctf_FlagSetup()