1 #define FLAG_MIN (PL_MIN + '0 0 -13')
2 #define FLAG_MAX (PL_MAX + '0 0 -13')
6 entity ctf_worldflaglist; // CTF flags in the map
7 .entity ctf_worldflagnext;
11 .float next_take_time; // the next time a player can pick up a flag (time + blah)
12 /// I used this, in part, to fix the looping score bug. - avirox
13 //float FLAGSCORE_PICKUP = 1;
14 //float FLAGSCORE_RETURN = 5; // returned by owner team
15 //float FLAGSCORE_RETURNROGUE = 10; // returned by rogue team
16 //float FLAGSCORE_CAPTURE = 5;
18 #define FLAG_CARRY_POS '-15 0 7'
20 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
22 float captureshield_min_negscore; // punish at -20 points
23 float captureshield_max_ratio; // punish at most 30% of each team
24 float captureshield_force; // push force of the shield
26 float ctf_captureshield_shielded(entity p)
30 float players_worseeq, players_total;
32 if(captureshield_max_ratio <= 0)
35 s = PlayerScore_Add(p, SP_SCORE, 0);
36 if(s >= -captureshield_min_negscore)
39 players_total = players_worseeq = 0;
44 se = PlayerScore_Add(e, SP_SCORE, 0);
50 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
53 if(players_worseeq >= players_total * captureshield_max_ratio)
59 void ctf_captureshield_update(entity p, float dir)
62 if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
64 should = ctf_captureshield_shielded(p);
69 centerprint_atprio(p, CENTERPRIO_SHIELDING, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.");
70 // TODO csqc notifier for this
74 centerprint_atprio(p, CENTERPRIO_SHIELDING, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.");
75 // TODO csqc notifier for this
77 p.ctf_captureshielded = should;
82 float ctf_captureshield_customize()
84 if not(other.ctf_captureshielded)
86 if(self.team == other.team)
91 void ctf_captureshield_touch()
93 if not(other.ctf_captureshielded)
95 if(self.team == other.team)
99 mymid = (self.absmin + self.absmax) * 0.5;
100 othermid = (other.absmin + other.absmax) * 0.5;
101 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * captureshield_force);
102 centerprint_atprio(other, CENTERPRIO_SHIELDING, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.");
105 void ctf_flag_spawnstuff()
111 e.touch = ctf_captureshield_touch;
112 e.customizeentityforclient = ctf_captureshield_customize;
113 e.classname = "ctf_captureshield";
114 e.effects = EF_ADDITIVE;
115 e.movetype = MOVETYPE_NOCLIP;
116 e.solid = SOLID_TRIGGER;
117 e.avelocity = '7 0 11';
118 setorigin(e, self.origin);
119 setmodel(e, "models/ctf/shield.md3");
121 setsize(e, e.scale * e.mins, e.scale * e.maxs);
123 waypoint_spawnforitem_force(self, self.origin);
124 self.nearestwaypointtimeout = 0; // activate waypointing again
125 self.basewaypoint = self.nearestwaypoint;
127 if(self.team == COLOR_TEAM1)
129 WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 61', self, sprite);
130 WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM1 - 1, FALSE));
134 WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 61', self, sprite);
135 WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM2 - 1, FALSE));
139 float ctf_score_value(string parameter)
141 if(g_ctf_win_mode != 2)
142 return cvar(strcat("g_ctf_personal", parameter));
144 return cvar(strcat("g_ctf_flag", parameter));
147 void FakeTimeLimit(entity e, float t)
150 WriteByte(MSG_ONE, 3); // svc_updatestat
151 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
153 WriteCoord(MSG_ONE, cvar("timelimit"));
155 WriteCoord(MSG_ONE, (t + 1) / 60);
158 float flagcaptimerecord;
159 .float flagpickuptime;
160 //.float iscommander;
168 if(self.classname != "item_flag_team")
170 backtrace("PlaceFlag a non-flag");
175 self.t_width = 0.1; // frame animation rate
177 self.t_length = 58; // maximum frame
179 setattachment(self, world, "");
180 self.mdl = self.model;
181 self.flags = FL_ITEM;
182 self.solid = SOLID_TRIGGER;
183 self.movetype = MOVETYPE_NONE;
184 self.velocity = '0 0 0';
185 self.origin_z = self.origin_z + 6;
186 self.think = FlagThink;
187 self.touch = FlagTouch;
188 self.nextthink = time + 0.1;
189 self.cnt = FLAG_BASE;
190 self.mangle = self.angles;
191 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
192 //self.effects = self.effects | EF_DIMLIGHT;
195 self.dropped_origin = self.origin;
200 self.movetype = MOVETYPE_TOSS;
203 InitializeEntity(self, ctf_flag_spawnstuff, INITPRIO_SETLOCATION);
206 void LogCTF(string mode, float flagteam, entity actor)
209 if(!cvar("sv_eventlog"))
211 s = strcat(":ctf:", mode);
212 s = strcat(s, ":", ftos(flagteam));
214 s = strcat(s, ":", ftos(actor.playerid));
218 void RegenFlag(entity e)
220 if(e.classname != "item_flag_team")
222 backtrace("RegenFlag a non-flag");
226 if(e.waypointsprite_attachedforcarrier)
227 WaypointSprite_DetachCarrier(e);
229 setattachment(e, world, "");
230 e.damageforcescale = 0;
231 e.takedamage = DAMAGE_NO;
232 e.movetype = MOVETYPE_NONE;
234 e.movetype = MOVETYPE_TOSS;
235 e.velocity = '0 0 0';
236 e.solid = SOLID_TRIGGER;
237 // TODO: play a sound here
238 setorigin(e, e.dropped_origin);
242 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
245 void ReturnFlag(entity e)
247 if(e.classname != "item_flag_team")
249 backtrace("ReturnFlag a non-flag");
254 if (e.owner.flagcarried == e)
256 WaypointSprite_DetachCarrier(e.owner);
257 e.owner.flagcarried = world;
260 FakeTimeLimit(e.owner, -1);
266 void DropFlag(entity e, entity penalty_receiver, entity attacker)
270 if(e.classname != "item_flag_team")
272 backtrace("DropFlag a non-flag");
284 dprint("FLAG: drop - no owner?!?!\n");
288 if (p.flagcarried != e)
290 dprint("FLAG: drop - owner is not carrying this flag??\n");
293 //bprint(p.netname, "^7 lost the ", e.netname, "\n");
294 Send_KillNotification (p.netname, e.netname, "", INFO_LOSTFLAG, MSG_INFO);
297 UpdateFrags(penalty_receiver, -ctf_score_value("penalty_suicidedrop"));
299 UpdateFrags(p, -ctf_score_value("penalty_drop"));
300 PlayerScore_Add(p, SP_CTF_DROPS, +1);
301 ctf_captureshield_update(p, 0); // shield only
302 e.playerid = attacker.playerid;
303 e.ctf_droptime = time;
304 WaypointSprite_Spawn("flagdropped", 0, 0, e, '0 0 1' * 61, world, COLOR_TEAM1 + COLOR_TEAM2 - e.team, e, waypointsprite_attachedforcarrier, FALSE);
306 if(p.waypointsprite_attachedforcarrier)
308 WaypointSprite_Ping(p.waypointsprite_attachedforcarrier);
309 WaypointSprite_DetachCarrier(p);
313 bprint("\{1}^1Flag carrier had no flag sprite?!?\n");
314 backtrace("Flag carrier had no flag sprite?!?");
316 LogCTF("dropped", p.team, p);
317 sound (self, CHAN_TRIGGER, self.noise4, VOL_BASE, ATTN_NONE);
319 setattachment(e, world, "");
320 e.damageforcescale = cvar("g_balance_ctf_damageforcescale");
321 e.takedamage = DAMAGE_YES;
323 if (p.flagcarried == e)
324 p.flagcarried = world;
327 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
328 e.solid = SOLID_TRIGGER;
329 e.movetype = MOVETYPE_TOSS;
330 // setsize(e, '-16 -16 0', '16 16 74');
331 setorigin(e, p.origin - '0 0 24' + '0 0 37');
332 e.cnt = FLAG_DROPPED;
333 e.velocity = '0 0 300';
334 e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
336 trace_startsolid = FALSE;
337 tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
339 dprint("FLAG FALLTHROUGH will happen SOON\n");
344 if(self.delay > time)
346 self.delay = time + self.t_width;
347 if(self.nextthink > self.delay)
348 self.nextthink = self.delay;
350 self.frame = self.frame + 1;
351 if(self.frame > self.t_length)
359 self.nextthink = time + 0.1;
361 // sorry, we have to reset the flag size if it got squished by something
362 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX)
364 // if we can grow back, grow back
365 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
366 if(!trace_startsolid)
367 setsize(self, FLAG_MIN, FLAG_MAX);
370 if(self == ctf_worldflaglist) // only for the first flag
373 ctf_captureshield_update(e, 1); // release shield only
378 if(self.speedrunning)
379 if(self.cnt == FLAG_CARRY)
382 if(flagcaptimerecord)
383 if(time >= self.flagpickuptime + flagcaptimerecord)
385 bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
387 sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
388 self.owner.impulse = 141; // returning!
399 if (self.cnt == FLAG_BASE)
402 if (self.cnt == FLAG_DROPPED)
404 // flag fallthrough? FIXME remove this if bug is really fixed now
405 if(self.origin_z < -131072)
407 dprint("FLAG FALLTHROUGH just happened\n");
408 self.pain_finished = 0;
410 setattachment(self, world, "");
411 if (time > self.pain_finished)
413 bprint("The ", self.netname, " has returned to base\n");
414 sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
415 LogCTF("returned", self.team, world);
422 if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
424 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
425 DropFlag(self, world, world);
429 if(cvar("g_ctf_allow_drop"))
431 DropFlag(self, e, world);
434 void flag_cap_ring_spawn(vector org)
436 shockwave_spawn("models/ctf/shockwavetransring.md3", org - '0 0 15', -0.8, 0, 1);
445 local string s, s0, h0, h1;
446 if (other.classname != "player")
448 if (other.health < 1) // ignore dead players
451 if (self.cnt == FLAG_CARRY)
454 if (self.cnt == FLAG_BASE)
455 if (other.team == self.team)
456 if (other.flagcarried) // he's got a flag
457 if (other.flagcarried.team != self.team) // capture
459 if (other.flagcarried == world)
463 if(cvar("g_ctf_captimerecord_always") || player_count - currentbots <= 1) // at most one human
465 t = time - other.flagcarried.flagpickuptime;
466 s = ftos_decimals(t, 2);
467 s0 = ftos_decimals(flagcaptimerecord, 2);
468 h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
473 h0 = strcat(h0, "^7's"); // h0: display text for previous netname
474 if (flagcaptimerecord == 0)
476 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, " seconds\n");
477 flagcaptimerecord = t;
478 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
479 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
480 write_recordmarker(other, time - t, t);
482 else if (t < flagcaptimerecord)
484 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", breaking ", strcat(h0, " previous record of ", s0, " seconds\n"));
485 flagcaptimerecord = t;
486 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
487 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
488 write_recordmarker(other, time - t, t);
492 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", failing to break ", strcat(h0, " record of ", s0, " seconds\n"));
496 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, "\n");
498 PlayerTeamScore_Add(other, SP_CTF_CAPS, ST_CTF_CAPS, 1);
499 LogCTF("capture", other.flagcarried.team, other);
500 // give credit to the individual player
501 UpdateFrags(other, ctf_score_value("score_capture"));
503 if (cvar("g_ctf_flag_capture_effects")) {
504 if (other.team == COLOR_TEAM1) { // red team scores effect
505 pointparticles(particleeffectnum("red_ground_quake"), self.origin, '0 0 0', 1);
506 flag_cap_ring_spawn(self.origin);
508 if (other.team == COLOR_TEAM2) { // blue team scores effect
509 pointparticles(particleeffectnum("blue_ground_quake"), self.origin, '0 0 0', 1);
510 flag_cap_ring_spawn(self.origin);
514 sound (other, CHAN_AUTO, self.noise2, VOL_BASE, ATTN_NONE);
515 WaypointSprite_DetachCarrier(other);
516 if(self.speedrunning)
517 FakeTimeLimit(other, -1);
518 RegenFlag (other.flagcarried);
519 other.flagcarried = world;
520 other.next_take_time = time + 1;
522 if (self.cnt == FLAG_BASE)
523 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
524 if (other.team != self.team)
525 if (!other.flagcarried)
526 if (!other.ctf_captureshielded)
528 if (other.next_take_time > time)
531 if (cvar("g_ctf_flag_pickup_effects")) // pickup effect
532 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
535 self.flagpickuptime = time; // used for timing runs
536 self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
537 if(other.speedrunning)
538 if(flagcaptimerecord)
539 FakeTimeLimit(other, time + flagcaptimerecord);
540 self.solid = SOLID_NOT;
541 setorigin(self, self.origin); // relink
543 other.flagcarried = self;
544 self.cnt = FLAG_CARRY;
545 self.angles = '0 0 0';
546 //bprint(other.netname, "^7 got the ", self.netname, "\n");
547 Send_KillNotification (other.netname, self.netname, "", INFO_GOTFLAG, MSG_INFO);
548 UpdateFrags(other, ctf_score_value("score_pickup_base"));
549 self.dropperid = other.playerid;
550 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
551 LogCTF("steal", self.team, other);
552 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
554 FOR_EACH_PLAYER(player)
555 if(player.team == self.team)
556 centerprint(player, "The enemy got your flag! Retrieve it!");
558 self.movetype = MOVETYPE_NONE;
559 setorigin(self, FLAG_CARRY_POS);
560 setattachment(self, other, "");
561 WaypointSprite_AttachCarrier("flagcarrier", other);
562 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
563 WaypointSprite_Ping(self.sprite);
568 if (self.cnt == FLAG_DROPPED)
570 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
571 if (other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
574 Send_KillNotification (other.netname, self.netname, "", INFO_RETURNFLAG, MSG_INFO);
575 //bprint(other.netname, "^7 returned the ", self.netname, "\n");
577 // punish the player who last had it
578 FOR_EACH_PLAYER(player)
579 if(player.playerid == self.dropperid)
581 PlayerScore_Add(player, SP_SCORE, -ctf_score_value("penalty_returned"));
582 ctf_captureshield_update(player, 0); // shield only
585 // punish the team who was last carrying it
586 if(self.team == COLOR_TEAM1)
587 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, -ctf_score_value("penalty_returned"));
589 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, -ctf_score_value("penalty_returned"));
591 // reward the player who returned it
592 if(other.playerid == self.playerid) // is this the guy who killed the FC last?
594 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
595 UpdateFrags(other, ctf_score_value("score_return_by_killer"));
597 UpdateFrags(other, ctf_score_value("score_return_rogue_by_killer"));
601 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
602 UpdateFrags(other, ctf_score_value("score_return"));
604 UpdateFrags(other, ctf_score_value("score_return_rogue"));
606 PlayerScore_Add(other, SP_CTF_RETURNS, 1);
607 LogCTF("return", self.team, other);
608 sound (other, CHAN_AUTO, self.noise1, VOL_BASE, ATTN_NONE);
611 else if (!other.flagcarried && (other.playerid != self.dropperid || time > self.ctf_droptime + cvar("g_balance_ctf_delay_collect")))
613 if(self.waypointsprite_attachedforcarrier)
614 WaypointSprite_DetachCarrier(self);
616 if (cvar("g_ctf_flag_pickup_effects")) // field pickup effect
617 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
620 self.solid = SOLID_NOT;
621 setorigin(self, self.origin); // relink
623 other.flagcarried = self;
624 self.cnt = FLAG_CARRY;
625 Send_KillNotification (other.netname, self.netname, "", INFO_PICKUPFLAG, MSG_INFO);
626 //bprint(other.netname, "^7 picked up the ", self.netname, "\n");
629 f = bound(0, (self.pain_finished - time) / cvar("g_ctf_flag_returntime"), 1);
630 //print("factor is ", ftos(f), "\n");
631 f = ctf_score_value("score_pickup_dropped_late") * (1-f)
632 + ctf_score_value("score_pickup_dropped_early") * f;
634 self.dropperid = other.playerid;
635 //print("score is ", ftos(f), "\n");
637 UpdateFrags(other, f);
638 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
639 LogCTF("pickup", self.team, other);
640 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
642 FOR_EACH_PLAYER(player)
643 if(player.team == self.team)
644 centerprint(player, "The enemy got your flag! Retrieve it!");
646 self.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
647 setorigin(self, FLAG_CARRY_POS);
648 setattachment(self, other, "");
649 self.damageforcescale = 0;
650 self.takedamage = DAMAGE_NO;
651 WaypointSprite_AttachCarrier("flagcarrier", other);
652 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
657 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
658 CTF Starting point for a player
663 viewing angle when spawning
665 void spawnfunc_info_player_team1()
672 self.team = COLOR_TEAM1; // red
673 spawnfunc_info_player_deathmatch();
675 //self.team = 4;self.classname = "info_player_start";spawnfunc_info_player_start();};
677 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
678 CTF Starting point for a player in
683 viewing angle when spawning
685 void spawnfunc_info_player_team2()
692 self.team = COLOR_TEAM2; // blue
693 spawnfunc_info_player_deathmatch();
695 //self.team = 13;self.classname = "info_player_start";spawnfunc_info_player_start();};
697 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
698 CTF Starting point for a player in
703 viewing angle when spawning
705 void spawnfunc_info_player_team3()
712 self.team = COLOR_TEAM3; // yellow
713 spawnfunc_info_player_deathmatch();
717 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
718 CTF Starting point for a player in
723 viewing angle when spawning
725 void spawnfunc_info_player_team4()
732 self.team = COLOR_TEAM4; // purple
733 spawnfunc_info_player_deathmatch();
736 void item_flag_reset()
738 DropFlag(self, world, world);
739 if(self.waypointsprite_attachedforcarrier)
740 WaypointSprite_DetachCarrier(self);
744 void item_flag_postspawn()
745 { // Check CTF Item Flag Post Spawn
747 // Flag Glow Trail Support
748 if(cvar("g_ctf_flag_glowtrails"))
749 { // Provide Flag Glow Trail
750 if(self.team == COLOR_TEAM1)
752 self.glow_color = 251;
754 if(self.team == COLOR_TEAM2)
756 self.glow_color = 210;
763 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
764 CTF flag for team one (Red).
765 Multiple are allowed.
769 Angle the flag will point
772 model to use, note this needs red and blue as skins 0 and 1
773 (default models/ctf/flag.md3)
775 sound played when flag is picked up
776 (default ctf/take.wav)
778 sound played when flag is returned by a teammate
779 (default ctf/return.wav)
781 sound played when flag is captured
782 (default ctf/redcapture.wav)
784 sound played when flag is lost in the field and respawns itself
785 (default ctf/respawn.wav)
788 void spawnfunc_item_flag_team1()
796 //if(!cvar("teamplay"))
797 // cvar_set("teamplay", "3");
799 // link flag into ctf_worldflaglist
800 self.ctf_worldflagnext = ctf_worldflaglist;
801 ctf_worldflaglist = self;
803 self.classname = "item_flag_team";
806 self.team = COLOR_TEAM2; // color 13 team (blue)
807 self.items = IT_KEY1; // silver key (bluish enough)
811 self.team = COLOR_TEAM1; // color 4 team (red)
812 self.items = IT_KEY2; // gold key (redish enough)
814 self.netname = "^1RED^7 flag";
815 self.target = "###item###";
816 self.skin = cvar("g_ctf_flag_red_skin");
817 if(self.spawnflags & 1)
820 self.model = cvar_string("g_ctf_flag_red_model");
822 self.noise = "ctf/red_taken.wav";
824 self.noise1 = "ctf/red_returned.wav";
826 self.noise2 = "ctf/red_capture.wav"; // blue team scores by capturing the red flag
828 self.noise3 = "ctf/flag_respawn.wav";
830 self.noise4 = "ctf/red_dropped.wav";
831 precache_model (self.model);
832 setmodel (self, self.model); // precision set below
833 precache_sound (self.noise);
834 precache_sound (self.noise1);
835 precache_sound (self.noise2);
836 precache_sound (self.noise3);
837 precache_sound (self.noise4);
838 //setsize(self, '-16 -16 -37', '16 16 37');
839 setsize(self, FLAG_MIN, FLAG_MAX);
840 setorigin(self, self.origin + '0 0 37');
841 self.nextthink = time + 0.2; // start after doors etc
842 self.think = place_flag;
846 //if(!self.glow_size)
847 // self.glow_size = 50;
849 self.effects = self.effects | EF_LOWPRECISION;
850 if(cvar("g_ctf_fullbrightflags"))
851 self.effects |= EF_FULLBRIGHT;
852 if(cvar("g_ctf_dynamiclights"))
853 self.effects |= EF_RED;
856 item_flag_postspawn();
858 precache_model("models/ctf/shield.md3");
859 precache_model("models/ctf/shockwavetransring.md3");
861 self.reset = item_flag_reset;
864 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
865 CTF flag for team two (Blue).
866 Multiple are allowed.
870 Angle the flag will point
873 model to use, note this needs red and blue as skins 0 and 1
874 (default models/ctf/flag.md3)
876 sound played when flag is picked up
877 (default ctf/take.wav)
879 sound played when flag is returned by a teammate
880 (default ctf/return.wav)
882 sound played when flag is captured
883 (default ctf/bluecapture.wav)
885 sound played when flag is lost in the field and respawns itself
886 (default ctf/respawn.wav)
889 void spawnfunc_item_flag_team2()
896 //if(!cvar("teamplay"))
897 // cvar_set("teamplay", "3");
899 // link flag into ctf_worldflaglist
900 self.ctf_worldflagnext = ctf_worldflaglist;
901 ctf_worldflaglist = self;
903 self.classname = "item_flag_team";
906 self.team = COLOR_TEAM1; // color 4 team (red)
907 self.items = IT_KEY2; // gold key (redish enough)
911 self.team = COLOR_TEAM2; // color 13 team (blue)
912 self.items = IT_KEY1; // silver key (bluish enough)
914 self.netname = "^4BLUE^7 flag";
915 self.target = "###item###";
916 self.skin = cvar("g_ctf_flag_blue_skin");
917 if(self.spawnflags & 1)
920 self.model = cvar_string("g_ctf_flag_blue_model");
922 self.noise = "ctf/blue_taken.wav";
924 self.noise1 = "ctf/blue_returned.wav";
926 self.noise2 = "ctf/blue_capture.wav"; // blue team scores by capturing the red flag
928 self.noise3 = "ctf/flag_respawn.wav";
930 self.noise4 = "ctf/blue_dropped.wav";
931 precache_model (self.model);
932 setmodel (self, self.model); // precision set below
933 precache_sound (self.noise);
934 precache_sound (self.noise1);
935 precache_sound (self.noise2);
936 precache_sound (self.noise3);
937 precache_sound (self.noise4);
938 //setsize(self, '-16 -16 -37', '16 16 37');
939 setsize(self, FLAG_MIN, FLAG_MAX);
940 setorigin(self, self.origin + '0 0 37');
941 self.nextthink = time + 0.2; // start after doors etc
942 self.think = place_flag;
946 //if(!self.glow_size)
947 // self.glow_size = 50;
949 self.effects = self.effects | EF_LOWPRECISION;
950 if(cvar("g_ctf_fullbrightflags"))
951 self.effects |= EF_FULLBRIGHT;
952 if(cvar("g_ctf_dynamiclights"))
953 self.effects |= EF_BLUE;
956 item_flag_postspawn();
958 precache_model("models/ctf/shield.md3");
959 precache_model("models/ctf/shockwavetransring.md3");
961 self.reset = item_flag_reset;
965 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
966 Team declaration for CTF gameplay, this allows you to decide what team
967 names and control point models are used in your map.
969 Note: If you use spawnfunc_ctf_team entities you must define at least 2! However, unlike
970 domination, you don't need to make a blank one too.
974 Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
976 Scoreboard color of the team (for example 4 is red and 13 is blue)
980 void spawnfunc_ctf_team()
987 self.classname = "ctf_team";
988 self.team = self.cnt + 1;
991 // code from here on is just to support maps that don't have control point and team entities
992 void ctf_spawnteam (string teamname, float teamcolor)
994 local entity oldself;
997 self.classname = "ctf_team";
998 self.netname = teamname;
999 self.cnt = teamcolor;
1001 spawnfunc_ctf_team();
1006 // spawn some default teams if the map is not set up for ctf
1007 void ctf_spawnteams()
1011 numteams = 2;//cvar("g_ctf_default_teams");
1013 ctf_spawnteam("Red", COLOR_TEAM1 - 1);
1014 ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
1017 void ctf_delayedinit()
1019 // if no teams are found, spawn defaults
1020 if (find(world, classname, "ctf_team") == world)
1028 InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
1029 flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1031 captureshield_min_negscore = cvar("g_ctf_shield_min_negscore");
1032 captureshield_max_ratio = cvar("g_ctf_shield_max_ratio");
1033 captureshield_force = cvar("g_ctf_shield_force");
1036 void ctf_setstatus2(entity flag, float shift)
1038 if (flag.cnt == FLAG_CARRY)
1039 if (flag.owner == self)
1040 self.items |= shift * 3;
1042 self.items |= shift * 1;
1043 else if (flag.cnt == FLAG_DROPPED)
1044 self.items |= shift * 2;
1051 void ctf_setstatus()
1053 self.items &~= IT_RED_FLAG_TAKEN;
1054 self.items &~= IT_RED_FLAG_LOST;
1055 self.items &~= IT_BLUE_FLAG_TAKEN;
1056 self.items &~= IT_BLUE_FLAG_LOST;
1057 self.items &~= IT_CTF_SHIELDED;
1061 float redflags, blueflags;
1063 if(self.ctf_captureshielded)
1064 self.items |= IT_CTF_SHIELDED;
1069 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
1071 if(flag.items & IT_KEY2) // blue
1073 else if(flag.items & IT_KEY1) // red
1077 // blinking magic: if there is more than one flag, show one of these in a clever way
1079 redflags = mod(floor(time * redflags * 0.75), redflags);
1081 blueflags = mod(floor(time * blueflags * 0.75), blueflags);
1083 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
1085 if(flag.items & IT_KEY2) // blue
1087 if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times)
1088 ctf_setstatus2(flag, IT_RED_FLAG_TAKEN);
1090 else if(flag.items & IT_KEY1) // red
1092 if(--blueflags == -1) // happens exactly once
1093 ctf_setstatus2(flag, IT_BLUE_FLAG_TAKEN);
1099 entity(float cteam) ctf_team_has_commander =
1102 if(cteam != COLOR_TEAM1 || cteam != COLOR_TEAM2)
1105 FOR_EACH_REALPLAYER(pl) {
1106 if(pl.team == cteam && pl.iscommander) {
1113 void(entity e, float st) ctf_setstate =
1119 void(float cteam) ctf_new_commander =
1124 FOR_EACH_REALPLAYER(pl) {
1125 if(pl.team == cteam) {
1126 if(pl.iscommander) { // don't reassign if alreay there
1129 if(plmax == world || plmax.frags < pl.frags) <<<<<<<<<<<<<<<<< BROKEN in new scoring system
1133 if(plmax == world) {
1134 bprint(strcat(ColoredTeamName(cteam), " Team has no Commander!\n"));
1138 plmax.iscommander = TRUE;
1139 ctf_setstate(plmax, 3);
1140 sprint(plmax, "^3You're the commander now!\n");
1141 centerprint(plmax, "^3You're the commander now!\n");
1144 void() ctf_clientconnect =
1146 self.iscommander = FALSE;
1148 if(!self.team || self.classname != "player") {
1149 ctf_setstate(self, -1);
1151 ctf_setstate(self, 0);
1153 self.team_saved = self.team;
1155 if(self.team != 0 && self.classname == "player" && !ctf_team_has_commander(self.team)) {
1156 ctf_new_commander(self.team);
1160 void() ctf_playerchanged =
1162 if(!self.team || self.classname != "player") {
1163 ctf_setstate(self, -1);
1164 } else if(self.ctf_state < 0 && self.classname == "player") {
1165 ctf_setstate(self, 0);
1168 if(self.iscommander &&
1169 (self.classname != "player" || self.team != self.team_saved)
1172 self.iscommander = FALSE;
1173 if(self.classname == "player")
1174 ctf_setstate(self, 0);
1176 ctf_setstate(self, -1);
1177 ctf_new_commander(self.team_saved);
1180 self.team_saved = self.team;
1182 ctf_new_commander(self.team);
1185 void() ctf_clientdisconnect =
1187 if(self.iscommander)
1189 ctf_new_commander(self.team);
1193 entity GetPlayer(string);
1194 float() ctf_clientcommand =
1197 if(argv(0) == "order") {
1199 sprint(self, "This command is not supported in this gamemode.\n");
1202 if(!self.iscommander) {
1203 sprint(self, "^1You are not the commander!\n");
1207 sprint(self, "Usage: order #player status - (playernumber as in status)\n");
1210 e = GetPlayer(argv(1));
1212 sprint(self, "Invalid player.\nUsage: order #player status - (playernumber as in status)\n");
1215 if(e.team != self.team) {
1216 sprint(self, "^3You can only give orders to your own team!\n");
1219 if(argv(2) == "attack") {
1220 sprint(self, strcat("Ordering ", e.netname, " to attack!\n"));
1221 sprint(e, "^1Attack!\n");
1222 centerprint(e, "^7You've been ordered to^9\n^1Attack!\n");
1224 } else if(argv(2) == "defend") {
1225 sprint(self, strcat("Ordering ", e.netname, " to defend!\n"));
1226 sprint(e, "^Defend!\n");
1227 centerprint(e, "^7You've been ordered to^9\n^2Defend!\n");
1230 sprint(self, "^7Invalid command, use ^3attack^7, or ^3defend^7.\n");