X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fgamemode_ctf.qh;h=882b1064b49de78ce2d1c7dfcda641b4601839c5;hb=fc0e4c6f26156858a71e0ec62eb974fa11eec2f9;hp=7befba4ca2db504a1a2d88d5cd78a54d6b7605a2;hpb=ccbec36a7598c2e58f1a0b74b82d4107d41f778b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/gamemode_ctf.qh b/qcsrc/server/mutators/gamemode_ctf.qh index 7befba4ca..882b1064b 100644 --- a/qcsrc/server/mutators/gamemode_ctf.qh +++ b/qcsrc/server/mutators/gamemode_ctf.qh @@ -1,33 +1,41 @@ // 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') #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 ('-16 0 8') #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 // 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_FLAGCARRIER(t) ('0.8 0.8 0') #define WPCOLOR_DROPPEDFLAG(t) (('0.25 0.25 0.25' + colormapPaletteColor(t - 1, FALSE)) * 0.5) // sounds @@ -37,10 +45,17 @@ void spawnfunc_ctf_team(); #define snd_flag_respawn noise3 .string snd_flag_dropped; .string snd_flag_touch; +.string snd_flag_pass; + +// effects +.string toucheffect; +.string passeffect; +.string capeffect; // list of flags on the map entity ctf_worldflaglist; .entity ctf_worldflagnext; +.entity ctf_staleflagnext; // waypoint sprites .entity bot_basewaypoint; // flag waypointsprite @@ -49,6 +64,9 @@ entity ctf_worldflaglist; .entity wps_flagcarrier; .entity wps_flagdropped; .entity wps_enemyflagcarrier; +.float wps_helpme_time; +float wpforenemy_announced; +float wpforenemy_nextthink; // statuses #define FLAG_BASE 1 @@ -67,25 +85,59 @@ entity ctf_worldflaglist; #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_stalemate; // indicates that a stalemate is active 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; -.float wpforenemy_announced; -// 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 \ No newline at end of file +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;