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Implementing several new waypointsprite features (like time limits until enemy flag...
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1 // ================================================================
2 //  Official capture the flag game mode coding, reworked by Samual
3 //  Last updated: March 30th, 2012
4 // ================================================================
5
6 float ctf_ReadScore(string parameter) // make this obsolete
7 {
8         //if(g_ctf_win_mode != 2)
9                 return cvar(strcat("g_ctf_personal", parameter));
10         //else
11         //      return cvar(strcat("g_ctf_flag", parameter));
12 }
13
14 void ctf_FakeTimeLimit(entity e, float t)
15 {
16         msg_entity = e;
17         WriteByte(MSG_ONE, 3); // svc_updatestat
18         WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
19         if(t < 0)
20                 WriteCoord(MSG_ONE, autocvar_timelimit);
21         else
22                 WriteCoord(MSG_ONE, (t + 1) / 60);
23 }
24
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
26 {
27         if(autocvar_sv_eventlog)
28                 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
29 }
30
31 string ctf_CaptureRecord(entity flag, entity player)
32 {
33         float cap_time, cap_record, success;
34         string cap_message, refername;
35         
36         if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) 
37         {
38                 cap_record = ctf_captimerecord;
39                 cap_time = (time - flag.ctf_pickuptime);
40
41                 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
42                 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
43
44                 if(!ctf_captimerecord) 
45                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
46                 else if(cap_time < cap_record) 
47                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
48                 else
49                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
50
51                 if(success) 
52                 {
53                         ctf_captimerecord = cap_time;
54                         db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
55                         db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
56                         write_recordmarker(player, (time - cap_time), cap_time); 
57                 } 
58         }
59         
60         return cap_message;
61 }
62
63 void ctf_FlagcarrierWaypoints(entity player)
64 {
65         WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team));
66         WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
67         WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
68         WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
69 }
70
71
72 // =======================
73 // CaptureShield Functions 
74 // =======================
75
76 float ctf_CaptureShield_CheckStatus(entity p) 
77 {
78         float s, se;
79         entity e;
80         float players_worseeq, players_total;
81
82         if(ctf_captureshield_max_ratio <= 0)
83                 return FALSE;
84
85         s = PlayerScore_Add(p, SP_SCORE, 0);
86         if(s >= -ctf_captureshield_min_negscore)
87                 return FALSE;
88
89         players_total = players_worseeq = 0;
90         FOR_EACH_PLAYER(e)
91         {
92                 if(e.team != p.team)
93                         continue;
94                 se = PlayerScore_Add(e, SP_SCORE, 0);
95                 if(se <= s)
96                         ++players_worseeq;
97                 ++players_total;
98         }
99
100         // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
101         // use this rule here
102         
103         if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
104                 return FALSE;
105
106         return TRUE;
107 }
108
109 void ctf_CaptureShield_Update(entity player, float wanted_status)
110 {
111         float updated_status = ctf_CaptureShield_CheckStatus(player);
112         if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
113         {
114                 if(updated_status) // TODO csqc notifier for this // Samual: How?
115                         Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^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.", 5, 0);
116                 else
117                         Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.", 5, 0);
118                         
119                 player.ctf_captureshielded = updated_status;
120         }
121 }
122
123 float ctf_CaptureShield_Customize()
124 {
125         if not(other.ctf_captureshielded) { return FALSE; }
126         if(self.team == other.team) { return FALSE; }
127         
128         return TRUE;
129 }
130
131 void ctf_CaptureShield_Touch()
132 {
133         if not(other.ctf_captureshielded) { return; }
134         if(self.team == other.team) { return; }
135         
136         vector mymid = (self.absmin + self.absmax) * 0.5;
137         vector othermid = (other.absmin + other.absmax) * 0.5;
138
139         Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
140         Send_CSQC_Centerprint_Generic(other, CPID_CTF_CAPTURESHIELD, "^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.", 5, 0);
141 }
142
143 void ctf_CaptureShield_Spawn(entity flag)
144 {
145         entity shield = spawn();
146         
147         shield.enemy = self;
148         shield.team = self.team;
149         shield.touch = ctf_CaptureShield_Touch;
150         shield.customizeentityforclient = ctf_CaptureShield_Customize;
151         shield.classname = "ctf_captureshield";
152         shield.effects = EF_ADDITIVE;
153         shield.movetype = MOVETYPE_NOCLIP;
154         shield.solid = SOLID_TRIGGER;
155         shield.avelocity = '7 0 11';
156         shield.scale = 0.5;
157         
158         setorigin(shield, self.origin);
159         setmodel(shield, "models/ctf/shield.md3");
160         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
161 }
162
163
164 // ====================
165 // Drop/Pass/Throw Code
166 // ====================
167
168 void ctf_Handle_Drop(entity flag, entity player, float droptype)
169 {
170         // declarations
171         player = (player ? player : flag.pass_sender);
172
173         // main
174         flag.movetype = MOVETYPE_TOSS;
175         flag.takedamage = DAMAGE_YES;
176         flag.health = flag.max_flag_health;
177         flag.ctf_droptime = time;
178         flag.ctf_dropper = player;
179         flag.ctf_status = FLAG_DROPPED;
180         
181         // messages and sounds
182         Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
183         sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
184         ctf_EventLog("dropped", player.team, player);
185
186         // scoring
187         PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));       
188         PlayerScore_Add(player, SP_CTF_DROPS, 1);
189         
190         // waypoints
191         if(autocvar_g_ctf_flag_dropped_waypoint)
192                 WaypointSprite_Spawn("flagdropped", 0, 0, flag, FLAG_WAYPOINT_OFFSET, world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, TRUE, RADARICON_FLAG, WPCOLOR_DROPPEDFLAG(flag.team));
193
194         if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
195         {
196                 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
197                 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
198         }
199         
200         player.throw_antispam = time + autocvar_g_ctf_pass_wait;
201         
202         if(droptype == DROP_PASS)
203         {
204                 flag.pass_sender = world;
205                 flag.pass_target = world;
206         }
207 }
208
209 void ctf_Handle_Retrieve(entity flag, entity player)
210 {
211         entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
212         entity sender = flag.pass_sender;
213         
214         // transfer flag to player
215         flag.ctf_carrier = player;
216         flag.owner = player;
217         flag.owner.flagcarried = flag;
218         
219         // reset flag
220         setattachment(flag, player, "");
221         setorigin(flag, FLAG_CARRY_OFFSET);
222         flag.movetype = MOVETYPE_NONE;
223         flag.takedamage = DAMAGE_NO;
224         flag.solid = SOLID_NOT;
225         flag.ctf_carrier = player;
226         flag.ctf_status = FLAG_CARRY;
227
228         // messages and sounds
229         sound(player, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NORM);
230         ctf_EventLog("recieve", flag.team, player);
231         FOR_EACH_PLAYER(tmp_player)
232                 if(tmp_player == sender)
233                         centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
234                 else if(tmp_player == player)
235                         centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname));
236                 else if(tmp_player.team == sender.team)
237                         centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
238         
239         // create new waypoint
240         ctf_FlagcarrierWaypoints(player);
241         
242         sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
243         player.throw_antispam = sender.throw_antispam;
244         
245         flag.pass_sender = world;
246         flag.pass_target = world;
247 }
248
249 void ctf_Handle_Throw(entity player, entity reciever, float droptype)
250 {
251         entity flag = player.flagcarried;
252         
253         if(!flag) { return; }
254         if((droptype == DROP_PASS) && !reciever) { return; }
255         
256         if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
257         
258         // reset the flag
259         setattachment(flag, world, "");
260         setorigin(flag, player.origin + FLAG_DROP_OFFSET);
261         flag.owner.flagcarried = world;
262         flag.owner = world;
263         flag.solid = SOLID_TRIGGER;
264         flag.ctf_droptime = time;
265         
266         flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
267         
268         switch(droptype)
269         {
270                 case DROP_PASS:
271                 {
272                         vector targ_origin = (0.5 * (reciever.absmin + reciever.absmax));
273                         flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity);
274                         break;
275                 }
276                 
277                 case DROP_THROW:
278                 {
279                         makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
280                         flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_drop_velocity)), FALSE);
281                         break;
282                 }
283                 
284                 case DROP_RESET:
285                 {
286                         flag.velocity = '0 0 0'; // do nothing
287                         break;
288                 }
289                 
290                 default:
291                 case DROP_NORMAL:
292                 {
293                         flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
294                         break;
295                 }
296         }
297         
298         switch(droptype)
299         {
300                 case DROP_PASS:
301                 {
302                         // main
303                         flag.movetype = MOVETYPE_FLY;
304                         flag.takedamage = DAMAGE_NO;
305                         flag.pass_sender = player;
306                         flag.pass_target = reciever;
307                         flag.ctf_status = FLAG_PASSING;
308                         
309                         // other
310                         sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
311                         ctf_EventLog("pass", flag.team, player);
312                         te_lightning2(world, reciever.origin, player.origin);
313                         break;
314                 }
315
316                 case DROP_RESET: 
317                 {
318                         // do nothing
319                         break;
320                 }
321                 
322                 default:
323                 case DROP_THROW:
324                 case DROP_NORMAL:
325                 {
326                         ctf_Handle_Drop(flag, player, droptype);
327                         break;
328                 }
329         }
330
331         // kill old waypointsprite
332         WaypointSprite_Ping(player.wps_flagcarrier);
333         WaypointSprite_Kill(player.wps_flagcarrier);
334         
335         if(player.wps_enemyflagcarrier)
336                         WaypointSprite_Kill(player.wps_enemyflagcarrier);
337         
338         // captureshield
339         //ctf_CaptureShield_Update(player, 0); // shield only
340 }
341
342
343 // ==============
344 // Event Handlers
345 // ==============
346
347 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
348 {
349         entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
350         entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
351         
352         if not(player) { return; } // without someone to give the reward to, we can't possibly cap
353         
354         // messages and sounds
355         Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
356         sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
357         
358         switch(capturetype)
359         {
360                 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
361                 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
362                 default: break;
363         }
364         
365         // scoring
366         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
367         PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
368
369         // effects
370         if(autocvar_g_ctf_flag_capture_effects) 
371         {
372                 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
373                 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
374         }
375
376         // other
377         if(capturetype == CAPTURE_NORMAL)
378         {
379                 WaypointSprite_Kill(player.wps_flagcarrier);
380                 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
381         }
382         
383         // reset the flag
384         player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
385         ctf_RespawnFlag(enemy_flag);
386 }
387
388 void ctf_Handle_Return(entity flag, entity player)
389 {
390         // messages and sounds
391         //centerprint(player, strcat("You returned the ", flag.netname));
392         Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
393         sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
394         ctf_EventLog("return", flag.team, player);
395
396         // scoring
397         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
398         PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
399
400         TeamScore_AddToTeam(flag.ctf_dropper.team, ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
401         FOR_EACH_PLAYER(player) if(player == flag.ctf_dropper) // punish the player who dropped the flag
402         {
403                 PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
404                 ctf_CaptureShield_Update(player, 0); // shield only
405         }
406         
407         // reset the flag
408         flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
409         ctf_RespawnFlag(flag);
410 }
411
412 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
413 {
414         // declarations
415         entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
416         string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
417         float pickup_dropped_score; // used to calculate dropped pickup score
418         
419         // attach the flag to the player
420         flag.owner = player;
421         player.flagcarried = flag;
422         setattachment(flag, player, "");
423         setorigin(flag, FLAG_CARRY_OFFSET);
424         
425         // flag setup
426         flag.movetype = MOVETYPE_NONE;
427         flag.takedamage = DAMAGE_NO;
428         flag.solid = SOLID_NOT;
429         flag.angles = '0 0 0';
430         flag.ctf_carrier = player;
431         flag.ctf_status = FLAG_CARRY;
432         
433         switch(pickuptype)
434         {
435                 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
436                 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
437                 default: break;
438         }
439
440         // messages and sounds
441         Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
442         sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
443         verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
444         
445         FOR_EACH_PLAYER(tmp_player)
446                 if(tmp_player == player)
447                         centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
448                 else if(tmp_player.team == player.team)
449                         centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
450                 else if(tmp_player.team == flag.team)
451                         centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
452                         
453         switch(pickuptype)
454         {
455                 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
456                 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
457                 default: break;
458         }
459         
460         // scoring
461         PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
462         switch(pickuptype)
463         {               
464                 case PICKUP_BASE:
465                 {
466                         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
467                         break;
468                 }
469                 
470                 case PICKUP_DROPPED:
471                 {
472                         pickup_dropped_score = (autocvar_g_ctf_flag_return_time ? bound(0, ((flag.ctf_droptime + autocvar_g_ctf_flag_return_time) - time) / autocvar_g_ctf_flag_return_time, 1) : 1);
473                         pickup_dropped_score = floor((ctf_ReadScore("score_pickup_dropped_late") * (1 - pickup_dropped_score) + ctf_ReadScore("score_pickup_dropped_early") * pickup_dropped_score) + 0.5);
474                         print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
475                         PlayerTeamScore_AddScore(player, pickup_dropped_score);
476                         break;
477                 }
478                 
479                 default: break;
480         }
481         
482         // speedrunning
483         if(pickuptype == PICKUP_BASE)
484         {
485                 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
486                 if((player.speedrunning) && (ctf_captimerecord))
487                         ctf_FakeTimeLimit(player, time + ctf_captimerecord);
488         }
489                 
490         // effects
491         if(autocvar_g_ctf_flag_pickup_effects)
492                 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
493         
494         // waypoints 
495         if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
496         ctf_FlagcarrierWaypoints(player);
497         WaypointSprite_Ping(player.wps_flagcarrier);
498 }
499
500
501 // ===================
502 // Main Flag Functions
503 // ===================
504
505 void ctf_CheckFlagReturn(entity flag)
506 {
507         if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
508         
509         if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
510         {
511                 bprint("The ", flag.netname, " has returned to base\n");
512                 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
513                 ctf_EventLog("returned", flag.team, world);
514                 ctf_RespawnFlag(flag);
515         }
516 }
517
518 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
519 {
520         if(ITEM_DAMAGE_NEEDKILL(deathtype))
521         {
522                 // automatically kill the flag and return it
523                 self.health = 0;
524                 ctf_CheckFlagReturn(self);
525                 return;
526         }
527         
528         if(autocvar_g_ctf_flag_return_damage) 
529         {
530                 self.health = self.health - damage;
531                 ctf_CheckFlagReturn(self);
532                 return;
533         }
534 }
535
536 void ctf_FlagThink()
537 {
538         // declarations
539         entity tmp_entity;
540
541         self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
542
543         // captureshield
544         if(self == ctf_worldflaglist) // only for the first flag
545                 FOR_EACH_CLIENT(tmp_entity)
546                         ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
547
548         // sanity checks
549         if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
550                 dprint("wtf the flag got squashed?\n");
551                 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
552                 if(!trace_startsolid) // can we resize it without getting stuck?
553                         setsize(self, FLAG_MIN, FLAG_MAX); }
554
555         // main think method
556         switch(self.ctf_status)
557         {       
558                 case FLAG_BASE:
559                 {
560                         if(autocvar_g_ctf_dropped_capture_radius)
561                         {
562                                 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
563                                         if(tmp_entity.ctf_status == FLAG_DROPPED)
564                                                 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
565                                                         ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
566                         }
567                         return;
568                 }
569                 
570                 case FLAG_DROPPED:
571                 {
572                         if(autocvar_g_ctf_flag_return_dropped)
573                         {
574                                 if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
575                                 {
576                                         self.health = 0;
577                                         ctf_CheckFlagReturn(self);
578                                         return;
579                                 }
580                         }
581                         if(autocvar_g_ctf_flag_return_time)
582                         {
583                                 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
584                                 ctf_CheckFlagReturn(self);
585                                 return;
586                         } 
587                         return;
588                 }
589                         
590                 case FLAG_CARRY:
591                 {
592                         if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord)) 
593                         {
594                                 bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
595                                 sound(self, CH_TRIGGER, self.snd_flag_respawn, VOL_BASE, ATTN_NONE);
596                                 ctf_EventLog("returned", self.team, world);
597                                 ctf_RespawnFlag(tmp_entity);
598
599                                 tmp_entity = self;
600                                 self = self.owner;
601                                 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
602                                 ImpulseCommands();
603                                 self = tmp_entity;
604                         }
605                         
606                         if(autocvar_g_ctf_flagcarrier_waypointforenemy_time)
607                         if((time >= self.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_time) && !self.owner.wps_enemyflagcarrier)
608                         {
609                                 WaypointSprite_Spawn("enemyflagcarrier", 0, 0, self.owner, FLAG_WAYPOINT_OFFSET, world, self.team, self.owner, wps_enemyflagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_ENEMYFC(self.owner.team));
610                                 
611                                 FOR_EACH_PLAYER(tmp_entity)
612                                         centerprint(tmp_entity, strcat(self.owner.netname, " held on to the ", self.netname, " for ", ftos(autocvar_g_ctf_flagcarrier_waypointforenemy_time), " seconds"));
613                         }
614                                         
615                         return;
616                 }
617                 
618                 case FLAG_PASSING: // todo make work with warpzones
619                 {                       
620                         vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
621                         
622                         traceline(self.origin, targ_origin, MOVE_NOMONSTERS, self);
623                         
624                         if((self.pass_target.deadflag != DEAD_NO)
625                                 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
626                                 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
627                                 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
628                         {
629                                 ctf_Handle_Drop(self, world, DROP_PASS);
630                         }
631                         else // still a viable target, go for it
632                         {
633                                 vector desired_direction = normalize(targ_origin - self.origin);
634                                 vector current_direction = normalize(self.velocity);
635                                 
636                                 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity); 
637                         }
638                         return;
639                 }
640
641                 default: // this should never happen
642                 {
643                         dprint("ctf_FlagThink(): Flag exists with no status?\n");
644                         return;
645                 }
646         }
647 }
648
649 void ctf_FlagTouch()
650 {
651         if(gameover) { return; }
652         if(!self) { return; }
653         if(other.deadflag != DEAD_NO) { return; }
654         if(ITEM_TOUCH_NEEDKILL())
655         {
656                 // automatically kill the flag and return it
657                 self.health = 0;
658                 ctf_CheckFlagReturn(self);
659                 return;
660         }
661         if(other.classname != "player") // The flag just touched an object, most likely the world
662         {
663                 if(time > self.wait) // if we haven't in a while, play a sound/effect
664                 {
665                         pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
666                         sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
667                         self.wait = time + FLAG_TOUCHRATE;
668                 }
669                 return;
670         }
671
672         switch(self.ctf_status) 
673         {       
674                 case FLAG_BASE:
675                 {
676                         if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
677                                 ctf_Handle_Capture(self, other, CAPTURE_NORMAL); // other just captured the enemies flag to his base
678                         else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded) && (time > other.next_take_time))
679                                 ctf_Handle_Pickup(self, other, PICKUP_BASE); // other just stole the enemies flag
680                         break;
681                 }
682                 
683                 case FLAG_DROPPED:
684                 {
685                         if(other.team == self.team)
686                                 ctf_Handle_Return(self, other); // other just returned his own flag
687                         else if((!other.flagcarried) && ((other != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
688                                 ctf_Handle_Pickup(self, other, PICKUP_DROPPED); // other just picked up a dropped enemy flag
689                         break;
690                 }
691                         
692                 case FLAG_CARRY:
693                 {
694                         dprint("Someone touched a flag even though it was being carried?\n");
695                         break;
696                 }
697                 
698                 case FLAG_PASSING:
699                 {
700                         if((other.classname == "player") && (other.deadflag == DEAD_NO) && (other != self.pass_sender))
701                         {
702                                 if(IsDifferentTeam(other, self.pass_sender))
703                                         ctf_Handle_Return(self, other);
704                                 else
705                                         ctf_Handle_Retrieve(self, other);
706                         }
707                         break;
708                 }
709                 
710                 default: // this should never happen
711                 {
712                         dprint("Touch: Flag exists with no status?\n");
713                         break;
714                 }
715         }
716 }
717
718 void ctf_RespawnFlag(entity flag)
719 {
720         // reset the player (if there is one)
721         if((flag.owner) && (flag.owner.flagcarried == flag))
722         {
723                 if(flag.owner.wps_enemyflagcarrier)
724                         WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
725                         
726                 WaypointSprite_Kill(flag.wps_flagcarrier);
727                 
728                 flag.owner.flagcarried = world;
729
730                 if(flag.speedrunning)
731                         ctf_FakeTimeLimit(flag.owner, -1);
732         }
733
734         if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
735                 { WaypointSprite_Kill(flag.wps_flagdropped); }
736
737         // reset the flag
738         setattachment(flag, world, "");
739         setorigin(flag, flag.ctf_spawnorigin);
740         
741         flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
742         flag.takedamage = DAMAGE_NO;
743         flag.health = flag.max_flag_health;
744         flag.solid = SOLID_TRIGGER;
745         flag.velocity = '0 0 0';
746         flag.angles = flag.mangle;
747         flag.flags = FL_ITEM | FL_NOTARGET;
748         
749         flag.ctf_status = FLAG_BASE;
750         flag.owner = world;
751         flag.pass_sender = world;
752         flag.pass_target = world;
753         flag.ctf_carrier = world;
754         flag.ctf_dropper = world;
755         flag.ctf_pickuptime = 0;
756         flag.ctf_droptime = 0;
757 }
758
759 void ctf_Reset()
760 {
761         if(self.owner)
762                 if(self.owner.classname == "player")
763                         ctf_Handle_Throw(self.owner, world, DROP_RESET);
764                         
765         ctf_RespawnFlag(self);
766 }
767
768 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
769 {
770         // declarations
771         float teamnumber = ((self.team == COLOR_TEAM1) ? TRUE : FALSE); // if we were originally 1, this will become 0. If we were originally 0, this will become 1. 
772
773         // bot waypoints
774         waypoint_spawnforitem_force(self, self.origin);
775         self.nearestwaypointtimeout = 0; // activate waypointing again
776         self.bot_basewaypoint = self.nearestwaypoint;
777
778         // waypointsprites
779         WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
780         WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
781
782         // captureshield setup
783         ctf_CaptureShield_Spawn(self);
784 }
785
786 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc 
787 {       
788         // declarations
789         teamnumber = fabs(teamnumber - bound(0, autocvar_g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1. 
790         self = flag; // for later usage with droptofloor()
791         
792         // main setup
793         flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
794         ctf_worldflaglist = flag;
795
796         setattachment(flag, world, ""); 
797
798         flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
799         flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
800         flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
801         flag.classname = "item_flag_team";
802         flag.target = "###item###"; // wut?
803         flag.flags = FL_ITEM | FL_NOTARGET;
804         flag.solid = SOLID_TRIGGER;
805         flag.takedamage = DAMAGE_NO;
806         flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;   
807         flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
808         flag.health = flag.max_flag_health;
809         flag.event_damage = ctf_FlagDamage;
810         flag.pushable = TRUE;
811         flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
812         flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
813         flag.velocity = '0 0 0';
814         flag.mangle = flag.angles;
815         flag.reset = ctf_Reset;
816         flag.touch = ctf_FlagTouch;
817         flag.think = ctf_FlagThink;
818         flag.nextthink = time + FLAG_THINKRATE;
819         flag.ctf_status = FLAG_BASE;
820         
821         if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
822         if(!flag.scale) { flag.scale = FLAG_SCALE; }
823         if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
824         
825         // sound 
826         if(!flag.snd_flag_taken) { flag.snd_flag_taken  = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
827         if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
828         if(!flag.snd_flag_capture) { flag.snd_flag_capture = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
829         if(!flag.snd_flag_respawn) { flag.snd_flag_respawn = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
830         if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
831         if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
832         
833         // precache
834         precache_sound(flag.snd_flag_taken);
835         precache_sound(flag.snd_flag_returned);
836         precache_sound(flag.snd_flag_capture);
837         precache_sound(flag.snd_flag_respawn);
838         precache_sound(flag.snd_flag_dropped);
839         precache_sound(flag.snd_flag_touch);
840         precache_model(flag.model);
841         precache_model("models/ctf/shield.md3");
842         precache_model("models/ctf/shockwavetransring.md3");
843
844         // appearence
845         setmodel(flag, flag.model); // precision set below
846         setsize(flag, FLAG_MIN, FLAG_MAX);
847         setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
848         
849         if(autocvar_g_ctf_flag_glowtrails)
850         {
851                 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
852                 flag.glow_size = 25;
853                 flag.glow_trail = 1;
854         }
855         
856         flag.effects |= EF_LOWPRECISION;
857         if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
858         if(autocvar_g_ctf_dynamiclights)   { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
859         
860         // flag placement
861         if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
862         {       
863                 flag.dropped_origin = flag.origin; 
864                 flag.noalign = TRUE;
865                 flag.movetype = MOVETYPE_NONE;
866         }
867         else // drop to floor, automatically find a platform and set that as spawn origin
868         { 
869                 flag.noalign = FALSE;
870                 self = flag;
871                 droptofloor();
872                 flag.movetype = MOVETYPE_TOSS; 
873         }       
874         
875         InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
876 }
877
878
879 // ==============
880 // Hook Functions
881 // ==============
882
883 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
884 {
885         if(self.flagcarried)
886                 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
887                 
888         return 0;
889 }
890
891 MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
892 {
893         if(self.flagcarried) 
894         if(!autocvar_g_ctf_portalteleport)
895                 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
896
897         return 0;
898 }
899
900 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
901 {
902         entity flag;
903         
904         // initially clear items so they can be set as necessary later.
905         self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST 
906                 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
907
908         // scan through all the flags and notify the client about them 
909         for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
910         {
911                 if(flag.ctf_status == FLAG_CARRY)
912                         if(flag.owner == self)
913                                 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
914                         else 
915                                 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
916                 else if(flag.ctf_status == FLAG_DROPPED) 
917                         self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
918         }
919         
920         // item for stopping players from capturing the flag too often
921         if(self.ctf_captureshielded)
922                 self.items |= IT_CTF_SHIELDED;
923         
924         // update the health of the flag carrier waypointsprite
925         if(self.wps_flagcarrier) 
926                 WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
927         
928         return 0;
929 }
930
931 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
932 {
933         if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
934         {
935                 if(frag_target == frag_attacker) // damage done to yourself
936                 {
937                         frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
938                         frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
939                 }
940                 else // damage done everyone else
941                 {
942                         frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
943                         frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
944                 }
945         }
946         return 0;
947 }
948
949 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
950 {
951         frag_score = 0;
952         return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
953 }
954
955 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
956 {
957         entity player = self;
958
959         if(time > player.throw_antispam)
960         {
961                 // pass the flag to a team mate
962                 if(autocvar_g_ctf_pass)
963                 {
964                         entity head, closest_target;
965                         head = findradius(player.origin, autocvar_g_ctf_pass_radius);
966                         
967                         while(head) // find the closest acceptable target to pass to
968                         {
969                                 if(head.classname == "player" && head.deadflag == DEAD_NO)
970                                 if(head != player && !IsDifferentTeam(head, player))
971                                 if(!player.speedrunning && !head.speedrunning)
972                                 {
973                                         traceline(player.origin, head.origin, MOVE_NOMONSTERS, player);
974                                         if not((trace_fraction < 1) && (trace_ent != head))
975                                         {
976                                                 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried) 
977                                                 { 
978                                                         if(clienttype(head) == CLIENTTYPE_BOT)
979                                                         {
980                                                                 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname)); 
981                                                                 ctf_Handle_Throw(head, player, DROP_PASS);
982                                                         }
983                                                         else
984                                                         {
985                                                                 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname)); 
986                                                                 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname)); 
987                                                         }
988                                                         player.throw_antispam = time + autocvar_g_ctf_pass_wait; 
989                                                         return 0; 
990                                                 }
991                                                 else if(player.flagcarried)
992                                                 {
993                                                         if(closest_target) { if(vlen(player.origin - head.origin) < vlen(player.origin - closest_target.origin)) { closest_target = head; } }
994                                                         else { closest_target = head; }
995                                                 }
996                                         }
997                                 }
998                                 head = head.chain;
999                         }
1000                         
1001                         if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
1002                 }
1003                 
1004                 // throw the flag in front of you
1005                 if(autocvar_g_ctf_drop && player.flagcarried && !player.speedrunning)
1006                         { ctf_Handle_Throw(player, world, DROP_THROW); }
1007         }
1008                 
1009         return 0;
1010 }
1011
1012 // ==========
1013 // Spawnfuncs
1014 // ==========
1015
1016 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
1017 CTF Starting point for a player in team one (Red).
1018 Keys: "angle" viewing angle when spawning. */
1019 void spawnfunc_info_player_team1()
1020 {
1021         if(g_assault) { remove(self); return; }
1022         
1023         self.team = COLOR_TEAM1; // red
1024         spawnfunc_info_player_deathmatch();
1025 }
1026
1027
1028 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
1029 CTF Starting point for a player in team two (Blue).
1030 Keys: "angle" viewing angle when spawning. */
1031 void spawnfunc_info_player_team2()
1032 {
1033         if(g_assault) { remove(self); return; }
1034         
1035         self.team = COLOR_TEAM2; // blue
1036         spawnfunc_info_player_deathmatch();
1037 }
1038
1039 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
1040 CTF Starting point for a player in team three (Yellow).
1041 Keys: "angle" viewing angle when spawning. */
1042 void spawnfunc_info_player_team3()
1043 {
1044         if(g_assault) { remove(self); return; }
1045         
1046         self.team = COLOR_TEAM3; // yellow
1047         spawnfunc_info_player_deathmatch();
1048 }
1049
1050
1051 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1052 CTF Starting point for a player in team four (Purple).
1053 Keys: "angle" viewing angle when spawning. */
1054 void spawnfunc_info_player_team4()
1055 {
1056         if(g_assault) { remove(self); return; }
1057         
1058         self.team = COLOR_TEAM4; // purple
1059         spawnfunc_info_player_deathmatch();
1060 }
1061
1062 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1063 CTF flag for team one (Red).
1064 Keys: 
1065 "angle" Angle the flag will point (minus 90 degrees)... 
1066 "model" model to use, note this needs red and blue as skins 0 and 1...
1067 "noise" sound played when flag is picked up...
1068 "noise1" sound played when flag is returned by a teammate...
1069 "noise2" sound played when flag is captured...
1070 "noise3" sound played when flag is lost in the field and respawns itself... 
1071 "noise4" sound played when flag is dropped by a player...
1072 "noise5" sound played when flag touches the ground... */
1073 void spawnfunc_item_flag_team1()
1074 {
1075         if(!g_ctf) { remove(self); return; }
1076
1077         ctf_FlagSetup(1, self); // 1 = red
1078 }
1079
1080 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1081 CTF flag for team two (Blue).
1082 Keys: 
1083 "angle" Angle the flag will point (minus 90 degrees)... 
1084 "model" model to use, note this needs red and blue as skins 0 and 1...
1085 "noise" sound played when flag is picked up...
1086 "noise1" sound played when flag is returned by a teammate...
1087 "noise2" sound played when flag is captured...
1088 "noise3" sound played when flag is lost in the field and respawns itself... 
1089 "noise4" sound played when flag is dropped by a player...
1090 "noise5" sound played when flag touches the ground... */
1091 void spawnfunc_item_flag_team2()
1092 {
1093         if(!g_ctf) { remove(self); return; }
1094
1095         ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1096 }
1097
1098 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1099 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1100 Note: If you use spawnfunc_ctf_team entities you must define at least 2!  However, unlike domination, you don't need to make a blank one too.
1101 Keys:
1102 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1103 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1104 void spawnfunc_ctf_team()
1105 {
1106         if(!g_ctf) { remove(self); return; }
1107         
1108         self.classname = "ctf_team";
1109         self.team = self.cnt + 1;
1110 }
1111
1112
1113 // ==============
1114 // Initialization
1115 // ==============
1116
1117 // code from here on is just to support maps that don't have flag and team entities
1118 void ctf_SpawnTeam (string teamname, float teamcolor)
1119 {
1120         entity oldself;
1121         oldself = self;
1122         self = spawn();
1123         self.classname = "ctf_team";
1124         self.netname = teamname;
1125         self.cnt = teamcolor;
1126
1127         spawnfunc_ctf_team();
1128
1129         self = oldself;
1130 }
1131
1132 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1133 {
1134         // if no teams are found, spawn defaults
1135         if(find(world, classname, "ctf_team") == world)
1136         {
1137                 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1138                 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1139                 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1140         }
1141         
1142         ScoreRules_ctf();
1143 }
1144
1145 void ctf_Initialize()
1146 {
1147         ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1148
1149         ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1150         ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1151         ctf_captureshield_force = autocvar_g_ctf_shield_force;
1152         
1153         InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1154 }
1155
1156
1157 MUTATOR_DEFINITION(gamemode_ctf)
1158 {
1159         MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
1160         MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
1161         MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
1162         MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
1163         MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1164         MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1165         MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1166         MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1167
1168         MUTATOR_ONADD
1169         {
1170                 if(time > 1) // game loads at time 1
1171                         error("This is a game type and it cannot be added at runtime.");
1172                 g_ctf = 1;
1173                 ctf_Initialize();
1174         }
1175
1176         MUTATOR_ONREMOVE
1177         {
1178                 g_ctf = 0;
1179                 error("This is a game type and it cannot be removed at runtime.");
1180         }
1181
1182         return 0;
1183 }