1 // ================================================================
2 // Official capture the flag game mode coding, reworked by Samual
3 // Last updated: September, 2012
4 // ================================================================
6 void ctf_FakeTimeLimit(entity e, float t)
9 WriteByte(MSG_ONE, 3); // svc_updatestat
10 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
12 WriteCoord(MSG_ONE, autocvar_timelimit);
14 WriteCoord(MSG_ONE, (t + 1) / 60);
17 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
19 if(autocvar_sv_eventlog)
20 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
23 string ctf_CaptureRecord(entity flag, entity player)
25 float cap_time, cap_record, success;
26 string cap_message, refername;
28 if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots))
30 cap_record = ctf_captimerecord;
31 cap_time = (time - flag.ctf_pickuptime);
33 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
34 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
36 if(!ctf_captimerecord)
37 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
38 else if(cap_time < cap_record)
39 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
41 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
45 ctf_captimerecord = cap_time;
46 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
47 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
48 write_recordmarker(player, (time - cap_time), cap_time);
55 void ctf_FlagcarrierWaypoints(entity player)
57 WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team));
58 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
59 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
60 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
64 // =======================
65 // CaptureShield Functions
66 // =======================
68 float ctf_CaptureShield_CheckStatus(entity p)
72 float players_worseeq, players_total;
74 if(ctf_captureshield_max_ratio <= 0)
77 s = PlayerScore_Add(p, SP_SCORE, 0);
78 if(s >= -ctf_captureshield_min_negscore)
81 players_total = players_worseeq = 0;
84 if(IsDifferentTeam(e, p))
86 se = PlayerScore_Add(e, SP_SCORE, 0);
92 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
95 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
101 void ctf_CaptureShield_Update(entity player, float wanted_status)
103 float updated_status = ctf_CaptureShield_CheckStatus(player);
104 if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
106 if(updated_status) // TODO csqc notifier for this // Samual: How?
107 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);
109 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);
111 player.ctf_captureshielded = updated_status;
115 float ctf_CaptureShield_Customize()
117 if(!other.ctf_captureshielded) { return FALSE; }
118 if(!IsDifferentTeam(self, other)) { return FALSE; }
123 void ctf_CaptureShield_Touch()
125 if(!other.ctf_captureshielded) { return; }
126 if(!IsDifferentTeam(self, other)) { return; }
128 vector mymid = (self.absmin + self.absmax) * 0.5;
129 vector othermid = (other.absmin + other.absmax) * 0.5;
131 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
132 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);
135 void ctf_CaptureShield_Spawn(entity flag)
137 entity shield = spawn();
140 shield.team = self.team;
141 shield.touch = ctf_CaptureShield_Touch;
142 shield.customizeentityforclient = ctf_CaptureShield_Customize;
143 shield.classname = "ctf_captureshield";
144 shield.effects = EF_ADDITIVE;
145 shield.movetype = MOVETYPE_NOCLIP;
146 shield.solid = SOLID_TRIGGER;
147 shield.avelocity = '7 0 11';
150 setorigin(shield, self.origin);
151 setmodel(shield, "models/ctf/shield.md3");
152 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
156 // ====================
157 // Drop/Pass/Throw Code
158 // ====================
160 void ctf_Handle_Drop(entity flag, entity player, float droptype)
163 player = (player ? player : flag.pass_sender);
166 flag.movetype = MOVETYPE_TOSS;
167 flag.takedamage = DAMAGE_YES;
168 flag.health = flag.max_flag_health;
169 flag.ctf_droptime = time;
170 flag.ctf_dropper = player;
171 flag.ctf_status = FLAG_DROPPED;
173 // messages and sounds
174 Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
175 sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
176 ctf_EventLog("dropped", player.team, player);
179 PlayerTeamScore_AddScore(player, -autocvar_g_ctf_score_penalty_drop);
180 PlayerScore_Add(player, SP_CTF_DROPS, 1);
183 if(autocvar_g_ctf_flag_dropped_waypoint)
184 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));
186 if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
188 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
189 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
192 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
194 if(droptype == DROP_PASS)
196 flag.pass_sender = world;
197 flag.pass_target = world;
201 void ctf_Handle_Retrieve(entity flag, entity player)
203 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
204 entity sender = flag.pass_sender;
206 // transfer flag to player
208 flag.owner.flagcarried = flag;
211 setattachment(flag, player, "");
212 setorigin(flag, FLAG_CARRY_OFFSET);
213 flag.movetype = MOVETYPE_NONE;
214 flag.takedamage = DAMAGE_NO;
215 flag.solid = SOLID_NOT;
216 flag.ctf_status = FLAG_CARRY;
218 // messages and sounds
219 sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTN_NORM);
220 ctf_EventLog("receive", flag.team, player);
222 FOR_EACH_REALPLAYER(tmp_player)
224 if(tmp_player == sender)
225 centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
226 else if(tmp_player == player)
227 centerprint(tmp_player, strcat("You received the ", flag.netname, " from ", sender.netname));
228 else if(!IsDifferentTeam(tmp_player, sender))
229 centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
232 // create new waypoint
233 ctf_FlagcarrierWaypoints(player);
235 sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
236 player.throw_antispam = sender.throw_antispam;
238 flag.pass_sender = world;
239 flag.pass_target = world;
242 void ctf_Handle_Throw(entity player, entity receiver, float droptype)
244 entity flag = player.flagcarried;
245 vector targ_origin, flag_velocity;
247 if(!flag) { return; }
248 if((droptype == DROP_PASS) && !receiver) { return; }
250 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
253 setattachment(flag, world, "");
254 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
255 flag.owner.flagcarried = world;
257 flag.solid = SOLID_TRIGGER;
258 flag.ctf_dropper = player;
259 flag.ctf_droptime = time;
261 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
267 WarpZone_RefSys_Copy(flag, receiver);
268 targ_origin = WarpZone_RefSys_TransformOrigin(receiver, flag, (0.5 * (receiver.absmin + receiver.absmax)));
269 flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity);
275 makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
276 flag_velocity = ('0 0 200' + ((v_forward * autocvar_g_ctf_drop_velocity) * ((player.items & IT_STRENGTH) ? autocvar_g_ctf_drop_strengthmultiplier : 1)));
277 flag.velocity = W_CalculateProjectileVelocity(player.velocity, flag_velocity, FALSE);
283 flag.velocity = '0 0 0'; // do nothing
290 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom())), FALSE);
300 flag.movetype = MOVETYPE_FLY;
301 flag.takedamage = DAMAGE_NO;
302 flag.pass_sender = player;
303 flag.pass_target = receiver;
304 flag.ctf_status = FLAG_PASSING;
307 sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
308 WarpZone_TrailParticles(world, particleeffectnum(flag.passeffect), targ_origin, player.origin);
309 ctf_EventLog("pass", flag.team, player);
323 ctf_Handle_Drop(flag, player, droptype);
328 // kill old waypointsprite
329 WaypointSprite_Ping(player.wps_flagcarrier);
330 WaypointSprite_Kill(player.wps_flagcarrier);
332 if(player.wps_enemyflagcarrier)
333 WaypointSprite_Kill(player.wps_enemyflagcarrier);
336 ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
344 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
346 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
347 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
348 float old_time, new_time;
350 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
352 // messages and sounds
353 Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
354 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
358 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
359 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
364 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_capture);
365 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
367 old_time = PlayerScore_Add(player, SP_CTF_CAPTIME, 0);
368 new_time = TIME_ENCODE(time - enemy_flag.ctf_pickuptime);
369 if(!old_time || new_time < old_time)
370 PlayerScore_Add(player, SP_CTF_CAPTIME, new_time - old_time);
373 if(autocvar_g_ctf_flag_capture_effects)
375 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
376 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
380 if(capturetype == CAPTURE_NORMAL)
382 WaypointSprite_Kill(player.wps_flagcarrier);
383 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
385 if((enemy_flag.ctf_dropper) && (player != enemy_flag.ctf_dropper))
386 { PlayerTeamScore_AddScore(enemy_flag.ctf_dropper, autocvar_g_ctf_score_capture_assist); }
390 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
391 ctf_RespawnFlag(enemy_flag);
394 void ctf_Handle_Return(entity flag, entity player)
396 // messages and sounds
397 //centerprint(player, strcat("You returned the ", flag.netname));
398 Send_KillNotification(player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
399 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
400 ctf_EventLog("return", flag.team, player);
403 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_return); // reward for return
404 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
406 TeamScore_AddToTeam(flag.team, ST_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the team who was last carrying it
410 PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the player who dropped the flag
411 ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
412 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
416 ctf_RespawnFlag(flag);
419 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
422 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
423 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
424 float pickup_dropped_score; // used to calculate dropped pickup score
426 // attach the flag to the player
428 player.flagcarried = flag;
429 setattachment(flag, player, "");
430 setorigin(flag, FLAG_CARRY_OFFSET);
433 flag.movetype = MOVETYPE_NONE;
434 flag.takedamage = DAMAGE_NO;
435 flag.solid = SOLID_NOT;
436 flag.angles = '0 0 0';
437 flag.ctf_status = FLAG_CARRY;
441 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
442 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
446 // messages and sounds
447 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
448 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
449 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
451 FOR_EACH_REALPLAYER(tmp_player)
453 if(tmp_player == player)
454 centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
455 else if(!IsDifferentTeam(tmp_player, player))
456 centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
457 else if(!IsDifferentTeam(tmp_player, flag))
458 centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
463 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
464 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
469 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
474 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_pickup_base);
480 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);
481 pickup_dropped_score = floor((autocvar_g_ctf_score_pickup_dropped_late * (1 - pickup_dropped_score) + autocvar_g_ctf_score_pickup_dropped_early * pickup_dropped_score) + 0.5);
482 print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
483 PlayerTeamScore_AddScore(player, pickup_dropped_score);
491 if(pickuptype == PICKUP_BASE)
493 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
494 if((player.speedrunning) && (ctf_captimerecord))
495 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
499 if(autocvar_g_ctf_flag_pickup_effects)
500 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
503 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
504 ctf_FlagcarrierWaypoints(player);
505 WaypointSprite_Ping(player.wps_flagcarrier);
509 // ===================
510 // Main Flag Functions
511 // ===================
513 void ctf_CheckFlagReturn(entity flag, float returntype)
515 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
517 if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
521 case RETURN_DROPPED: bprint("The ", flag.netname, " was dropped in the base and returned itself\n"); break;
522 case RETURN_DAMAGE: bprint("The ", flag.netname, " was destroyed and returned to base\n"); break;
523 case RETURN_SPEEDRUN: bprint("The ", flag.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n"); break;
524 case RETURN_NEEDKILL: bprint("The ", flag.netname, " fell somewhere it couldn't be reached and returned to base\n"); break;
528 { bprint("The ", flag.netname, " has returned to base\n"); break; }
530 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
531 ctf_EventLog("returned", flag.team, world);
532 ctf_RespawnFlag(flag);
536 void ctf_CheckStalemate(void)
539 float stale_red_flags, stale_blue_flags;
542 entity ctf_staleflaglist; // reset the list, we need to build the list each time this function runs
544 // build list of stale flags
545 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
547 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
548 if(tmp_entity.ctf_status != FLAG_BASE)
549 if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
551 tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
552 ctf_staleflaglist = tmp_entity;
554 switch(tmp_entity.team)
556 case COLOR_TEAM1: ++stale_red_flags; break;
557 case COLOR_TEAM2: ++stale_blue_flags; break;
562 if(stale_red_flags && stale_blue_flags)
563 ctf_stalemate = TRUE;
564 else if(!stale_red_flags && !stale_blue_flags)
565 ctf_stalemate = FALSE;
567 // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
570 for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
572 if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
573 WaypointSprite_Spawn("enemyflagcarrier", 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, world, tmp_entity.team, tmp_entity.owner, wps_enemyflagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_ENEMYFC(tmp_entity.owner.team));
576 if not(wpforenemy_announced)
578 FOR_EACH_REALPLAYER(tmp_entity)
579 if(tmp_entity.flagcarried)
580 centerprint(tmp_entity, "Stalemate! Enemies can now see you on radar!");
582 centerprint(tmp_entity, "Stalemate! Flag carriers can now be seen by enemies on radar!");
584 wpforenemy_announced = TRUE;
589 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
591 if(ITEM_DAMAGE_NEEDKILL(deathtype))
593 // automatically kill the flag and return it
595 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
598 if(autocvar_g_ctf_flag_return_damage)
600 // reduce health and check if it should be returned
601 self.health = self.health - damage;
602 ctf_CheckFlagReturn(self, RETURN_DAMAGE);
612 self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
615 if(self == ctf_worldflaglist) // only for the first flag
616 FOR_EACH_CLIENT(tmp_entity)
617 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
620 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
621 dprint("wtf the flag got squashed?\n");
622 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
623 if(!trace_startsolid) // can we resize it without getting stuck?
624 setsize(self, FLAG_MIN, FLAG_MAX); }
626 switch(self.ctf_status) // reset flag angles in case warpzones adjust it
631 self.angles = '0 0 0';
639 switch(self.ctf_status)
643 if(autocvar_g_ctf_dropped_capture_radius)
645 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
646 if(tmp_entity.ctf_status == FLAG_DROPPED)
647 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
648 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
655 if(autocvar_g_ctf_flag_dropped_floatinwater)
657 vector midpoint = ((self.absmin + self.absmax) * 0.5);
658 if(pointcontents(midpoint) == CONTENT_WATER)
660 self.velocity = self.velocity * 0.5;
662 if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
663 { self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
665 { self.movetype = MOVETYPE_FLY; }
667 else if(self.movetype == MOVETYPE_FLY) { self.movetype = MOVETYPE_TOSS; }
669 if(autocvar_g_ctf_flag_return_dropped)
671 if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
674 ctf_CheckFlagReturn(self, RETURN_DROPPED);
678 if(autocvar_g_ctf_flag_return_time)
680 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
681 ctf_CheckFlagReturn(self, RETURN_TIMEOUT);
689 if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord))
692 ctf_CheckFlagReturn(self, RETURN_SPEEDRUN);
696 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
700 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
702 if(time >= wpforenemy_nextthink)
704 ctf_CheckStalemate();
705 wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
711 case FLAG_PASSING: // todo make work with warpzones
713 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
714 vector old_targ_origin = targ_origin;
715 targ_origin = WarpZone_RefSys_TransformOrigin(self.pass_target, self, targ_origin);
716 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
718 print(strcat("self: ", vtos(self.origin), ", old: ", vtos(old_targ_origin), " (", ftos(vlen(self.origin - old_targ_origin)), "qu)"), ", transformed: ", vtos(targ_origin), " (", ftos(vlen(self.origin - targ_origin)), "qu)", ".\n");
720 if((self.pass_target.deadflag != DEAD_NO)
721 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
722 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
723 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
725 ctf_Handle_Drop(self, world, DROP_PASS);
727 else // still a viable target, go for it
729 vector desired_direction = normalize(targ_origin - self.origin);
730 vector current_direction = normalize(self.velocity);
732 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
737 default: // this should never happen
739 dprint("ctf_FlagThink(): Flag exists with no status?\n");
747 if(gameover) { return; }
749 entity toucher = other;
751 // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
752 if(ITEM_TOUCH_NEEDKILL())
755 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
759 // special touch behaviors
760 if(toucher.vehicle_flags & VHF_ISVEHICLE)
762 if(autocvar_g_ctf_allow_vehicle_touch)
763 toucher = toucher.owner; // the player is actually the vehicle owner, not other
765 return; // do nothing
767 else if(toucher.classname != "player") // The flag just touched an object, most likely the world
769 if(time > self.wait) // if we haven't in a while, play a sound/effect
771 pointparticles(particleeffectnum(self.toucheffect), self.origin, '0 0 0', 1);
772 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
773 self.wait = time + FLAG_TOUCHRATE;
777 else if(toucher.deadflag != DEAD_NO) { return; }
779 switch(self.ctf_status)
783 if(!IsDifferentTeam(toucher, self) && (toucher.flagcarried) && IsDifferentTeam(toucher.flagcarried, self))
784 ctf_Handle_Capture(self, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
785 else if(IsDifferentTeam(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time))
786 ctf_Handle_Pickup(self, toucher, PICKUP_BASE); // toucher just stole the enemies flag
792 if(!IsDifferentTeam(toucher, self))
793 ctf_Handle_Return(self, toucher); // toucher just returned his own flag
794 else if((!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
795 ctf_Handle_Pickup(self, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
801 dprint("Someone touched a flag even though it was being carried?\n");
807 if((toucher.classname == "player") && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
809 if(IsDifferentTeam(toucher, self.pass_sender))
810 ctf_Handle_Return(self, toucher);
812 ctf_Handle_Retrieve(self, toucher);
819 void ctf_RespawnFlag(entity flag)
821 // reset the player (if there is one)
822 if((flag.owner) && (flag.owner.flagcarried == flag))
824 if(flag.owner.wps_enemyflagcarrier)
825 WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
827 WaypointSprite_Kill(flag.wps_flagcarrier);
829 flag.owner.flagcarried = world;
831 if(flag.speedrunning)
832 ctf_FakeTimeLimit(flag.owner, -1);
835 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
836 { WaypointSprite_Kill(flag.wps_flagdropped); }
839 setattachment(flag, world, "");
840 setorigin(flag, flag.ctf_spawnorigin);
842 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
843 flag.takedamage = DAMAGE_NO;
844 flag.health = flag.max_flag_health;
845 flag.solid = SOLID_TRIGGER;
846 flag.velocity = '0 0 0';
847 flag.angles = flag.mangle;
848 flag.flags = FL_ITEM | FL_NOTARGET;
850 flag.ctf_status = FLAG_BASE;
852 flag.pass_sender = world;
853 flag.pass_target = world;
854 flag.ctf_dropper = world;
855 flag.ctf_pickuptime = 0;
856 flag.ctf_droptime = 0;
858 wpforenemy_announced = FALSE;
864 if(self.owner.classname == "player")
865 ctf_Handle_Throw(self.owner, world, DROP_RESET);
867 ctf_RespawnFlag(self);
870 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
873 waypoint_spawnforitem_force(self, self.origin);
874 self.nearestwaypointtimeout = 0; // activate waypointing again
875 self.bot_basewaypoint = self.nearestwaypoint;
878 WaypointSprite_SpawnFixed(((self.team == COLOR_TEAM1) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
879 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
881 // captureshield setup
882 ctf_CaptureShield_Spawn(self);
885 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
888 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.
889 self = flag; // for later usage with droptofloor()
892 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
893 ctf_worldflaglist = flag;
895 setattachment(flag, world, "");
897 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
898 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
899 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
900 flag.classname = "item_flag_team";
901 flag.target = "###item###"; // wut?
902 flag.flags = FL_ITEM | FL_NOTARGET;
903 flag.solid = SOLID_TRIGGER;
904 flag.takedamage = DAMAGE_NO;
905 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
906 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
907 flag.health = flag.max_flag_health;
908 flag.event_damage = ctf_FlagDamage;
909 flag.pushable = TRUE;
910 flag.teleportable = TELEPORT_NORMAL;
911 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
912 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
913 flag.velocity = '0 0 0';
914 flag.mangle = flag.angles;
915 flag.reset = ctf_Reset;
916 flag.touch = ctf_FlagTouch;
917 flag.think = ctf_FlagThink;
918 flag.nextthink = time + FLAG_THINKRATE;
919 flag.ctf_status = FLAG_BASE;
921 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
922 if(!flag.scale) { flag.scale = FLAG_SCALE; }
923 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
924 if(!flag.toucheffect) { flag.toucheffect = ((teamnumber) ? "redflag_touch" : "blueflag_touch"); }
925 if(!flag.passeffect) { flag.passeffect = ((!teamnumber) ? "red_pass" : "blue_pass"); } // invert the team number of the flag to pass as enemy team color
928 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
929 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
930 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
931 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.
932 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
933 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "ctf/touch.wav"; } // again has no team-based sound
934 if(!flag.snd_flag_pass) { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here
937 precache_sound(flag.snd_flag_taken);
938 precache_sound(flag.snd_flag_returned);
939 precache_sound(flag.snd_flag_capture);
940 precache_sound(flag.snd_flag_respawn);
941 precache_sound(flag.snd_flag_dropped);
942 precache_sound(flag.snd_flag_touch);
943 precache_sound(flag.snd_flag_pass);
944 precache_model(flag.model);
945 precache_model("models/ctf/shield.md3");
946 precache_model("models/ctf/shockwavetransring.md3");
949 setmodel(flag, flag.model); // precision set below
950 setsize(flag, FLAG_MIN, FLAG_MAX);
951 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
953 if(autocvar_g_ctf_flag_glowtrails)
955 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
960 flag.effects |= EF_LOWPRECISION;
961 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
962 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
965 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
967 flag.dropped_origin = flag.origin;
969 flag.movetype = MOVETYPE_NONE;
971 else // drop to floor, automatically find a platform and set that as spawn origin
973 flag.noalign = FALSE;
976 flag.movetype = MOVETYPE_TOSS;
979 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
987 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
991 // initially clear items so they can be set as necessary later.
992 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
993 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
995 // scan through all the flags and notify the client about them
996 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
998 switch(flag.ctf_status)
1003 if((flag.owner == self) || (flag.pass_sender == self))
1004 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
1006 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
1011 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
1017 // item for stopping players from capturing the flag too often
1018 if(self.ctf_captureshielded)
1019 self.items |= IT_CTF_SHIELDED;
1021 // update the health of the flag carrier waypointsprite
1022 if(self.wps_flagcarrier)
1023 WaypointSprite_UpdateHealth(self.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
1028 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
1030 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
1032 if(frag_target == frag_attacker) // damage done to yourself
1034 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
1035 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
1037 else // damage done to everyone else
1039 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
1040 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
1043 else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && IsDifferentTeam(frag_target, frag_attacker)) // if the target is a flagcarrier
1045 if(autocvar_g_ctf_flagcarrier_auto_helpme_when_damaged > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent)))
1046 WaypointSprite_HelpMePing(frag_target.wps_flagcarrier); // TODO: only do this if there is a significant loss of health?
1051 MUTATOR_HOOKFUNCTION(ctf_PlayerDies)
1053 if((frag_attacker != frag_target) && (frag_attacker.classname == "player") && (frag_target.flagcarried))
1055 PlayerTeamScore_AddScore(frag_attacker, autocvar_g_ctf_score_kill);
1056 PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
1059 if(frag_target.flagcarried)
1060 { ctf_Handle_Throw(frag_target, world, DROP_NORMAL); }
1065 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
1068 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
1071 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
1073 if(self.flagcarried)
1074 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1079 MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
1081 if(self.flagcarried)
1082 if(!autocvar_g_ctf_portalteleport)
1083 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1088 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
1090 if(gameover) { return 0; }
1092 entity player = self;
1094 if((time > player.throw_antispam) && (player.deadflag == DEAD_NO) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1096 // pass the flag to a team mate
1097 if(autocvar_g_ctf_pass)
1099 entity head, closest_target;
1100 head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, TRUE);
1102 while(head) // find the closest acceptable target to pass to
1104 if(head.classname == "player" && head.deadflag == DEAD_NO)
1105 if(head != player && !IsDifferentTeam(head, player))
1106 if(!head.speedrunning && (!head.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1108 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
1110 if(clienttype(head) == CLIENTTYPE_BOT)
1112 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1113 ctf_Handle_Throw(head, player, DROP_PASS);
1117 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
1118 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1120 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
1123 else if(player.flagcarried)
1127 if(vlen(player.origin - WarpZone_UnTransformOrigin(head, head.origin)) < vlen(player.origin - WarpZone_UnTransformOrigin(closest_target, closest_target.origin)))
1128 { closest_target = head; }
1130 else { closest_target = head; }
1136 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
1139 // throw the flag in front of you
1140 if(autocvar_g_ctf_drop && player.flagcarried)
1141 { ctf_Handle_Throw(player, world, DROP_THROW); }
1147 MUTATOR_HOOKFUNCTION(ctf_HelpMePing)
1149 if(self.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
1151 WaypointSprite_HelpMePing(self.wps_flagcarrier);
1153 else // create a normal help me waypointsprite
1155 WaypointSprite_Spawn("helpme", waypointsprite_deployed_lifetime, waypointsprite_limitedrange, self, FLAG_WAYPOINT_OFFSET, world, self.team, self, wps_helpme, FALSE, RADARICON_HELPME, '1 0.5 0');
1156 WaypointSprite_Ping(self.wps_helpme);
1162 MUTATOR_HOOKFUNCTION(ctf_VehicleEnter)
1164 if(vh_player.flagcarried)
1166 if(!autocvar_g_ctf_flagcarrier_allow_vehicle_carry)
1168 ctf_Handle_Throw(vh_player, world, DROP_NORMAL);
1172 setattachment(vh_player.flagcarried, vh_vehicle, "");
1173 setorigin(vh_player.flagcarried, VEHICLE_FLAG_OFFSET);
1174 vh_player.flagcarried.scale = VEHICLE_FLAG_SCALE;
1175 //vh_player.flagcarried.angles = '0 0 0';
1182 MUTATOR_HOOKFUNCTION(ctf_VehicleExit)
1184 if(vh_player.flagcarried)
1186 setattachment(vh_player.flagcarried, vh_player, "");
1187 setorigin(vh_player.flagcarried, FLAG_CARRY_OFFSET);
1188 vh_player.flagcarried.scale = FLAG_SCALE;
1189 vh_player.flagcarried.angles = '0 0 0';
1195 MUTATOR_HOOKFUNCTION(ctf_AbortSpeedrun)
1197 if(self.flagcarried)
1199 bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n");
1200 ctf_RespawnFlag(self);
1206 MUTATOR_HOOKFUNCTION(ctf_MatchEnd)
1208 entity flag; // temporary entity for the search method
1210 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1212 switch(flag.ctf_status)
1217 // lock the flag, game is over
1218 flag.movetype = MOVETYPE_NONE;
1219 flag.takedamage = DAMAGE_NO;
1220 flag.solid = SOLID_NOT;
1221 flag.nextthink = FALSE; // stop thinking
1223 print("stopping the ", flag.netname, " from moving.\n");
1231 // do nothing for these flags
1245 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
1246 CTF Starting point for a player in team one (Red).
1247 Keys: "angle" viewing angle when spawning. */
1248 void spawnfunc_info_player_team1()
1250 if(g_assault) { remove(self); return; }
1252 self.team = COLOR_TEAM1; // red
1253 spawnfunc_info_player_deathmatch();
1257 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
1258 CTF Starting point for a player in team two (Blue).
1259 Keys: "angle" viewing angle when spawning. */
1260 void spawnfunc_info_player_team2()
1262 if(g_assault) { remove(self); return; }
1264 self.team = COLOR_TEAM2; // blue
1265 spawnfunc_info_player_deathmatch();
1268 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
1269 CTF Starting point for a player in team three (Yellow).
1270 Keys: "angle" viewing angle when spawning. */
1271 void spawnfunc_info_player_team3()
1273 if(g_assault) { remove(self); return; }
1275 self.team = COLOR_TEAM3; // yellow
1276 spawnfunc_info_player_deathmatch();
1280 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1281 CTF Starting point for a player in team four (Purple).
1282 Keys: "angle" viewing angle when spawning. */
1283 void spawnfunc_info_player_team4()
1285 if(g_assault) { remove(self); return; }
1287 self.team = COLOR_TEAM4; // purple
1288 spawnfunc_info_player_deathmatch();
1291 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1292 CTF flag for team one (Red).
1294 "angle" Angle the flag will point (minus 90 degrees)...
1295 "model" model to use, note this needs red and blue as skins 0 and 1...
1296 "noise" sound played when flag is picked up...
1297 "noise1" sound played when flag is returned by a teammate...
1298 "noise2" sound played when flag is captured...
1299 "noise3" sound played when flag is lost in the field and respawns itself...
1300 "noise4" sound played when flag is dropped by a player...
1301 "noise5" sound played when flag touches the ground... */
1302 void spawnfunc_item_flag_team1()
1304 if(!g_ctf) { remove(self); return; }
1306 ctf_FlagSetup(1, self); // 1 = red
1309 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1310 CTF flag for team two (Blue).
1312 "angle" Angle the flag will point (minus 90 degrees)...
1313 "model" model to use, note this needs red and blue as skins 0 and 1...
1314 "noise" sound played when flag is picked up...
1315 "noise1" sound played when flag is returned by a teammate...
1316 "noise2" sound played when flag is captured...
1317 "noise3" sound played when flag is lost in the field and respawns itself...
1318 "noise4" sound played when flag is dropped by a player...
1319 "noise5" sound played when flag touches the ground... */
1320 void spawnfunc_item_flag_team2()
1322 if(!g_ctf) { remove(self); return; }
1324 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1327 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1328 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1329 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.
1331 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1332 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1333 void spawnfunc_ctf_team()
1335 if(!g_ctf) { remove(self); return; }
1337 self.classname = "ctf_team";
1338 self.team = self.cnt + 1;
1346 // code from here on is just to support maps that don't have flag and team entities
1347 void ctf_SpawnTeam (string teamname, float teamcolor)
1352 self.classname = "ctf_team";
1353 self.netname = teamname;
1354 self.cnt = teamcolor;
1356 spawnfunc_ctf_team();
1361 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1363 // if no teams are found, spawn defaults
1364 if(find(world, classname, "ctf_team") == world)
1366 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1367 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1368 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1374 void ctf_Initialize()
1376 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1378 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1379 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1380 ctf_captureshield_force = autocvar_g_ctf_shield_force;
1382 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1386 MUTATOR_DEFINITION(gamemode_ctf)
1388 MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
1389 MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
1390 MUTATOR_HOOK(PlayerDies, ctf_PlayerDies, CBC_ORDER_ANY);
1391 MUTATOR_HOOK(MatchEnd, ctf_MatchEnd, CBC_ORDER_ANY);
1392 MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
1393 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1394 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1395 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1396 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1397 MUTATOR_HOOK(HelpMePing, ctf_HelpMePing, CBC_ORDER_ANY);
1398 MUTATOR_HOOK(VehicleEnter, ctf_VehicleEnter, CBC_ORDER_ANY);
1399 MUTATOR_HOOK(VehicleExit, ctf_VehicleExit, CBC_ORDER_ANY);
1400 MUTATOR_HOOK(AbortSpeedrun, ctf_AbortSpeedrun, CBC_ORDER_ANY);
1404 if(time > 1) // game loads at time 1
1405 error("This is a game type and it cannot be added at runtime.");
1413 error("This is a game type and it cannot be removed at runtime.");