1 // these are needed since mutators are compiled last
4 void ctf_RespawnFlag(entity flag)
7 void spawnfunc_info_player_team1();
8 void spawnfunc_info_player_team2();
9 void spawnfunc_info_player_team3();
10 void spawnfunc_info_player_team4();
11 void spawnfunc_item_flag_team1();
12 void spawnfunc_item_flag_team2();
13 void spawnfunc_ctf_team();
16 #define FLAG_MIN (PL_MIN + '0 0 -13')
17 #define FLAG_MAX (PL_MAX + '0 0 -13')
18 #define FLAG_CARRY_POS '-15 0 7'
20 .entity bot_basewaypoint; // flag waypointsprite
22 .entity wps_flagcarrier;
23 .entity wps_flagdropped;
25 entity ctf_worldflaglist; // CTF flags in the map
26 .entity ctf_worldflagnext;
28 .vector ctf_spawnorigin; // stored vector for where the flag is placed on the map itself.
30 float ctf_captimerecord; // record time for capturing the flag
31 .float ctf_pickuptime;
33 .float ctf_dropperid; // don't allow spam of dropping the flag
35 .float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
38 .float next_take_time; // Delay between when the person can pick up a flag // is this obsolete from the stuff above?
40 // CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
41 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
42 float ctf_captureshield_min_negscore; // punish at -20 points
43 float ctf_captureshield_max_ratio; // punish at most 30% of each team
44 float ctf_captureshield_force; // push force of the shield