1 // ================================================================
2 // Official capture the flag game mode coding, reworked by Samual
3 // Last updated: March 30th, 2012
4 // ================================================================
6 float ctf_ReadScore(string parameter) // make this obsolete
8 //if(g_ctf_win_mode != 2)
9 return cvar(strcat("g_ctf_personal", parameter));
11 // return cvar(strcat("g_ctf_flag", parameter));
14 void ctf_FakeTimeLimit(entity e, float t)
17 WriteByte(MSG_ONE, 3); // svc_updatestat
18 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
20 WriteCoord(MSG_ONE, autocvar_timelimit);
22 WriteCoord(MSG_ONE, (t + 1) / 60);
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
27 if(autocvar_sv_eventlog)
28 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
31 string ctf_CaptureRecord(entity flag, entity player)
33 float cap_time, cap_record, success;
34 string cap_message, refername;
36 if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots))
38 cap_record = ctf_captimerecord;
39 cap_time = (time - flag.ctf_pickuptime);
41 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
42 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
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; }
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; }
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);
63 void ctf_FlagcarrierWaypoints(entity player)
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));
72 // =======================
73 // CaptureShield Functions
74 // =======================
76 float ctf_CaptureShield_CheckStatus(entity p)
80 float players_worseeq, players_total;
82 if(ctf_captureshield_max_ratio <= 0)
85 s = PlayerScore_Add(p, SP_SCORE, 0);
86 if(s >= -ctf_captureshield_min_negscore)
89 players_total = players_worseeq = 0;
92 if(IsDifferentTeam(e, p))
94 se = PlayerScore_Add(e, SP_SCORE, 0);
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
103 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
109 void ctf_CaptureShield_Update(entity player, float wanted_status)
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
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);
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);
119 player.ctf_captureshielded = updated_status;
123 float ctf_CaptureShield_Customize()
125 if(!other.ctf_captureshielded) { return FALSE; }
126 if(!IsDifferentTeam(self, other)) { return FALSE; }
131 void ctf_CaptureShield_Touch()
133 if(!other.ctf_captureshielded) { return; }
134 if(!IsDifferentTeam(self, other)) { return; }
136 vector mymid = (self.absmin + self.absmax) * 0.5;
137 vector othermid = (other.absmin + other.absmax) * 0.5;
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);
143 void ctf_CaptureShield_Spawn(entity flag)
145 entity shield = spawn();
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';
158 setorigin(shield, self.origin);
159 setmodel(shield, "models/ctf/shield.md3");
160 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
164 // ====================
165 // Drop/Pass/Throw Code
166 // ====================
168 void ctf_Handle_Drop(entity flag, entity player, float droptype)
171 player = (player ? player : flag.pass_sender);
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;
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);
187 PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));
188 PlayerScore_Add(player, SP_CTF_DROPS, 1);
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));
194 if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
196 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
197 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
200 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
202 if(droptype == DROP_PASS)
204 flag.pass_sender = world;
205 flag.pass_target = world;
209 void ctf_Handle_Retrieve(entity flag, entity player)
211 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
212 entity sender = flag.pass_sender;
214 // transfer flag to player
215 flag.ctf_carrier = player;
217 flag.owner.flagcarried = 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;
228 // messages and sounds
229 sound(player, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NORM); // FIXCTF
230 ctf_EventLog("recieve", flag.team, player);
232 FOR_EACH_REALPLAYER(tmp_player)
234 if(tmp_player == sender)
235 centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
236 else if(tmp_player == player)
237 centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname));
238 else if(!IsDifferentTeam(tmp_player, sender))
239 centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
242 // create new waypoint
243 ctf_FlagcarrierWaypoints(player);
245 sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
246 player.throw_antispam = sender.throw_antispam;
248 flag.pass_sender = world;
249 flag.pass_target = world;
252 void ctf_Handle_Throw(entity player, entity reciever, float droptype)
254 entity flag = player.flagcarried;
256 if(!flag) { return; }
257 if((droptype == DROP_PASS) && !reciever) { return; }
259 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
262 setattachment(flag, world, "");
263 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
264 flag.owner.flagcarried = world;
266 flag.solid = SOLID_TRIGGER;
267 flag.ctf_droptime = time;
269 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
275 vector targ_origin = WarpZone_RefSys_TransformOrigin(player, reciever, (0.5 * (reciever.absmin + reciever.absmax)));
276 flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity);
282 makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
283 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_drop_velocity)), FALSE);
289 flag.velocity = '0 0 0'; // do nothing
296 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom())), FALSE);
306 flag.movetype = MOVETYPE_FLY;
307 flag.takedamage = DAMAGE_NO;
308 flag.pass_sender = player;
309 flag.pass_target = reciever;
310 flag.ctf_status = FLAG_PASSING;
313 sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
314 ctf_EventLog("pass", flag.team, player);
315 te_lightning2(world, reciever.origin, player.origin);
329 ctf_Handle_Drop(flag, player, droptype);
334 // kill old waypointsprite
335 WaypointSprite_Ping(player.wps_flagcarrier);
336 WaypointSprite_Kill(player.wps_flagcarrier);
338 if(player.wps_enemyflagcarrier)
339 WaypointSprite_Kill(player.wps_enemyflagcarrier);
342 ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
350 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
352 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
353 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
355 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
357 // messages and sounds
358 Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
359 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
363 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
364 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
369 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
370 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
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); }
387 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
388 ctf_RespawnFlag(enemy_flag);
391 void ctf_Handle_Return(entity flag, entity player)
393 // messages and sounds
394 //centerprint(player, strcat("You returned the ", flag.netname));
395 Send_KillNotification(player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
396 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
397 ctf_EventLog("return", flag.team, player);
400 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
401 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
403 TeamScore_AddToTeam(flag.team, ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
407 PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -ctf_ReadScore("penalty_returned")); // punish the player who dropped the flag
408 ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
409 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
413 ctf_RespawnFlag(flag);
416 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
419 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
420 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
421 float pickup_dropped_score; // used to calculate dropped pickup score
423 // attach the flag to the player
425 player.flagcarried = flag;
426 setattachment(flag, player, "");
427 setorigin(flag, FLAG_CARRY_OFFSET);
430 flag.movetype = MOVETYPE_NONE;
431 flag.takedamage = DAMAGE_NO;
432 flag.solid = SOLID_NOT;
433 flag.angles = '0 0 0';
434 flag.ctf_carrier = player;
435 flag.ctf_status = FLAG_CARRY;
439 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
440 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
444 // messages and sounds
445 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
446 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
447 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
449 FOR_EACH_REALPLAYER(tmp_player)
451 if(tmp_player == player)
452 centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
453 else if(!IsDifferentTeam(tmp_player, player))
454 centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
455 else if(!IsDifferentTeam(tmp_player, flag))
456 centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
461 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
462 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
467 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
472 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
478 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);
479 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);
480 print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
481 PlayerTeamScore_AddScore(player, pickup_dropped_score);
489 if(pickuptype == PICKUP_BASE)
491 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
492 if((player.speedrunning) && (ctf_captimerecord))
493 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
497 if(autocvar_g_ctf_flag_pickup_effects)
498 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
501 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
502 ctf_FlagcarrierWaypoints(player);
503 WaypointSprite_Ping(player.wps_flagcarrier);
507 // ===================
508 // Main Flag Functions
509 // ===================
511 void ctf_CheckFlagReturn(entity flag, float returntype)
513 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
515 if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
519 case RETURN_DROPPED: bprint("The ", flag.netname, " was dropped in the base and returned itself\n"); break;
520 case RETURN_DAMAGE: bprint("The ", flag.netname, " was destroyed and returned to base\n"); break;
521 case RETURN_SPEEDRUN: bprint("The ", flag.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n"); break;
522 case RETURN_NEEDKILL: bprint("The ", flag.netname, " fell somewhere it couldn't be reached and returned to base\n"); break;
526 { bprint("The ", flag.netname, " has returned to base\n"); break; }
528 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
529 ctf_EventLog("returned", flag.team, world);
530 ctf_RespawnFlag(flag);
534 void ctf_CheckStalemate(void)
537 float stale_red_flags, stale_blue_flags;
540 entity ctf_staleflaglist; // reset the list, we need to build the list each time this function runs
542 // build list of stale flags
543 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
545 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
546 if(tmp_entity.ctf_status != FLAG_BASE)
547 if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
549 tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
550 ctf_staleflaglist = tmp_entity;
552 switch(tmp_entity.team)
554 case COLOR_TEAM1: ++stale_red_flags; break;
555 case COLOR_TEAM2: ++stale_blue_flags; break;
560 if(stale_red_flags && stale_blue_flags)
561 ctf_stalemate = TRUE;
562 else if(!stale_red_flags && !stale_blue_flags)
563 ctf_stalemate = FALSE;
565 // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
568 for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
570 if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
571 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));
574 if not(wpforenemy_announced)
576 FOR_EACH_REALPLAYER(tmp_entity)
577 if(tmp_entity.flagcarried)
578 centerprint(tmp_entity, "Stalemate! Enemies can now see you on radar!");
580 centerprint(tmp_entity, "Stalemate! Flag carriers can now be seen by enemies on radar!");
582 wpforenemy_announced = TRUE;
587 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
589 if(ITEM_DAMAGE_NEEDKILL(deathtype))
591 // automatically kill the flag and return it
593 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
596 if(autocvar_g_ctf_flag_return_damage)
598 // reduce health and check if it should be returned
599 self.health = self.health - damage;
600 ctf_CheckFlagReturn(self, RETURN_DAMAGE);
610 self.nextthink = time;// + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
613 if(self == ctf_worldflaglist) // only for the first flag
614 FOR_EACH_CLIENT(tmp_entity)
615 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
618 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
619 dprint("wtf the flag got squashed?\n");
620 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
621 if(!trace_startsolid) // can we resize it without getting stuck?
622 setsize(self, FLAG_MIN, FLAG_MAX); }
624 switch(self.ctf_status) // reset flag angles in case warpzones adjust it
629 self.angles = '0 0 0';
637 switch(self.ctf_status)
641 if(autocvar_g_ctf_dropped_capture_radius)
643 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
644 if(tmp_entity.ctf_status == FLAG_DROPPED)
645 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
646 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
653 if(autocvar_g_ctf_flag_dropped_floatinwater)// && (self.flags & FL_INWATER))
655 //self.velocity = self.velocity * 0.5;
656 //self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater;
658 if(self.water_foundsurface)
660 if(self.flags & FL_INWATER) { self.origin_z = self.water_height; }
661 else { CTF_CLEARWATERVARS(self); }
665 if(self.flags & FL_INWATER)
667 if(self.was_in_water && self.was_in_air)
669 self.water_foundsurface = TRUE;
670 self.water_height = self.origin_z;
674 self.was_in_water = TRUE;
675 self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater;
680 if(self.was_in_water) { self.was_in_air = TRUE; }
681 else { CTF_CLEARWATERVARS(self); }
686 if(autocvar_g_ctf_flag_return_dropped)
688 if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
691 ctf_CheckFlagReturn(self, RETURN_DROPPED);
695 if(autocvar_g_ctf_flag_return_time)
697 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
698 ctf_CheckFlagReturn(self, RETURN_TIMEOUT);
706 if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord))
709 ctf_CheckFlagReturn(self, RETURN_SPEEDRUN);
713 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
717 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
719 if(time >= wpforenemy_nextthink)
721 ctf_CheckStalemate();
722 wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
728 case FLAG_PASSING: // todo make work with warpzones
730 /*vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
731 vector old_targ_origin = targ_origin;
732 targ_origin = WarpZone_RefSys_TransformOrigin(self.pass_sender, self.pass_target, targ_origin);
734 print("old: ", vtos(old_targ_origin), ", transformed: ", vtos(targ_origin), ".\n");
736 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
738 te_customflash(self.origin, 40, 2, '1 1 1');
739 te_customflash(targ_origin, 200, 2, '15 0 0');
741 if((self.pass_target.deadflag != DEAD_NO)
742 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
743 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
744 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
746 ctf_Handle_Drop(self, world, DROP_PASS);
748 else // still a viable target, go for it
750 vector desired_direction = normalize(targ_origin - self.origin);
751 vector current_direction = normalize(self.velocity);
753 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
757 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
758 vector old_targ_origin = targ_origin;
759 targ_origin = WarpZone_RefSys_TransformOrigin(self.pass_sender, self.pass_target, targ_origin);
760 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
762 print("old: ", vtos(old_targ_origin), ", transformed: ", vtos(targ_origin), ".\n");
764 if((self.pass_target.deadflag != DEAD_NO)
765 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
766 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
767 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
769 ctf_Handle_Drop(self, world, DROP_PASS);
771 else // still a viable target, go for it
773 vector desired_direction = normalize(targ_origin - self.origin);
774 vector current_direction = normalize(self.velocity);
776 // self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
777 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
782 default: // this should never happen
784 dprint("ctf_FlagThink(): Flag exists with no status?\n");
792 if(gameover) { return; }
794 entity toucher = other;
796 // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
797 if(ITEM_TOUCH_NEEDKILL())
800 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
804 // special touch behaviors
805 if(toucher.vehicle_flags & VHF_ISVEHICLE)
807 if(autocvar_g_ctf_allow_vehicle_touch)
808 toucher = toucher.owner; // the player is actually the vehicle owner, not other
810 return; // do nothing
812 else if(toucher.classname != "player") // The flag just touched an object, most likely the world
814 if(time > self.wait) // if we haven't in a while, play a sound/effect
816 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
817 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
818 self.wait = time + FLAG_TOUCHRATE;
822 else if(toucher.deadflag != DEAD_NO) { return; }
824 switch(self.ctf_status)
828 if(!IsDifferentTeam(toucher, self) && (toucher.flagcarried) && IsDifferentTeam(toucher.flagcarried, self))
829 ctf_Handle_Capture(self, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
830 else if(IsDifferentTeam(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time))
831 ctf_Handle_Pickup(self, toucher, PICKUP_BASE); // toucher just stole the enemies flag
837 if(!IsDifferentTeam(toucher, self))
838 ctf_Handle_Return(self, toucher); // toucher just returned his own flag
839 else if((!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
840 ctf_Handle_Pickup(self, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
846 dprint("Someone touched a flag even though it was being carried?\n");
852 if((toucher.classname == "player") && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
854 if(IsDifferentTeam(toucher, self.pass_sender))
855 ctf_Handle_Return(self, toucher);
857 ctf_Handle_Retrieve(self, toucher);
864 void ctf_RespawnFlag(entity flag)
866 // reset the player (if there is one)
867 if((flag.owner) && (flag.owner.flagcarried == flag))
869 if(flag.owner.wps_enemyflagcarrier)
870 WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
872 WaypointSprite_Kill(flag.wps_flagcarrier);
874 flag.owner.flagcarried = world;
876 if(flag.speedrunning)
877 ctf_FakeTimeLimit(flag.owner, -1);
880 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
881 { WaypointSprite_Kill(flag.wps_flagdropped); }
884 setattachment(flag, world, "");
885 setorigin(flag, flag.ctf_spawnorigin);
887 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
888 flag.takedamage = DAMAGE_NO;
889 flag.health = flag.max_flag_health;
890 flag.solid = SOLID_TRIGGER;
891 flag.velocity = '0 0 0';
892 flag.angles = flag.mangle;
893 flag.flags = FL_ITEM | FL_NOTARGET;
895 flag.ctf_status = FLAG_BASE;
897 flag.pass_sender = world;
898 flag.pass_target = world;
899 flag.ctf_carrier = world;
900 flag.ctf_dropper = world;
901 flag.ctf_pickuptime = 0;
902 flag.ctf_droptime = 0;
904 wpforenemy_announced = FALSE;
910 if(self.owner.classname == "player")
911 ctf_Handle_Throw(self.owner, world, DROP_RESET);
913 ctf_RespawnFlag(self);
916 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
919 waypoint_spawnforitem_force(self, self.origin);
920 self.nearestwaypointtimeout = 0; // activate waypointing again
921 self.bot_basewaypoint = self.nearestwaypoint;
924 WaypointSprite_SpawnFixed(((self.team == COLOR_TEAM1) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
925 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
927 // captureshield setup
928 ctf_CaptureShield_Spawn(self);
931 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
934 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.
935 self = flag; // for later usage with droptofloor()
938 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
939 ctf_worldflaglist = flag;
941 setattachment(flag, world, "");
943 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
944 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
945 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
946 flag.classname = "item_flag_team";
947 flag.target = "###item###"; // wut?
948 flag.flags = FL_ITEM | FL_NOTARGET;
949 flag.solid = SOLID_TRIGGER;
950 flag.takedamage = DAMAGE_NO;
951 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
952 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
953 flag.health = flag.max_flag_health;
954 flag.event_damage = ctf_FlagDamage;
955 flag.pushable = TRUE;
956 flag.teleportable = TELEPORT_NORMAL;
957 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
958 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
959 flag.velocity = '0 0 0';
960 flag.mangle = flag.angles;
961 flag.reset = ctf_Reset;
962 flag.touch = ctf_FlagTouch;
963 flag.think = ctf_FlagThink;
964 flag.nextthink = time + FLAG_THINKRATE;
965 flag.ctf_status = FLAG_BASE;
967 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
968 if(!flag.scale) { flag.scale = FLAG_SCALE; }
969 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
972 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
973 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
974 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
975 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.
976 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
977 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
980 precache_sound(flag.snd_flag_taken);
981 precache_sound(flag.snd_flag_returned);
982 precache_sound(flag.snd_flag_capture);
983 precache_sound(flag.snd_flag_respawn);
984 precache_sound(flag.snd_flag_dropped);
985 precache_sound(flag.snd_flag_touch);
986 precache_model(flag.model);
987 precache_model("models/ctf/shield.md3");
988 precache_model("models/ctf/shockwavetransring.md3");
991 setmodel(flag, flag.model); // precision set below
992 setsize(flag, FLAG_MIN, FLAG_MAX);
993 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
995 if(autocvar_g_ctf_flag_glowtrails)
997 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
1002 flag.effects |= EF_LOWPRECISION;
1003 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
1004 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
1007 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
1009 flag.dropped_origin = flag.origin;
1010 flag.noalign = TRUE;
1011 flag.movetype = MOVETYPE_NONE;
1013 else // drop to floor, automatically find a platform and set that as spawn origin
1015 flag.noalign = FALSE;
1018 flag.movetype = MOVETYPE_TOSS;
1021 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
1029 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
1033 // initially clear items so they can be set as necessary later.
1034 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
1035 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
1037 // scan through all the flags and notify the client about them
1038 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1040 switch(flag.ctf_status)
1044 if(flag.owner == self)
1045 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
1047 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
1052 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
1058 // item for stopping players from capturing the flag too often
1059 if(self.ctf_captureshielded)
1060 self.items |= IT_CTF_SHIELDED;
1062 // update the health of the flag carrier waypointsprite
1063 if(self.wps_flagcarrier)
1064 WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
1069 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
1071 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
1073 if(frag_target == frag_attacker) // damage done to yourself
1075 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
1076 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
1078 else // damage done to everyone else
1080 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
1081 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
1084 else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && IsDifferentTeam(frag_target, frag_attacker)) // if the target is a flagcarrier
1086 if(autocvar_g_ctf_flagcarrier_auto_helpme_when_damaged > frag_target.health)
1087 WaypointSprite_HelpMePing(frag_target.wps_flagcarrier); // TODO: only do this if there is a significant loss of health?
1092 MUTATOR_HOOKFUNCTION(ctf_PlayerDies)
1094 if((frag_attacker != frag_target) && (frag_attacker.classname == "player") && (frag_target.flagcarried))
1096 PlayerTeamScore_AddScore(frag_attacker, ctf_ReadScore("score_kill"));
1097 PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
1100 if(frag_target.flagcarried)
1101 { ctf_Handle_Throw(frag_target, world, DROP_NORMAL); }
1106 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
1109 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
1112 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
1114 if(self.flagcarried)
1115 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1120 MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
1122 if(self.flagcarried)
1123 if(!autocvar_g_ctf_portalteleport)
1124 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1129 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
1131 entity player = self;
1133 if((time > player.throw_antispam) && (player.deadflag == DEAD_NO) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1135 // pass the flag to a team mate
1136 if(autocvar_g_ctf_pass)
1138 entity head, closest_target;
1139 head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, TRUE);
1141 while(head) // find the closest acceptable target to pass to
1143 if(head.classname == "player" && head.deadflag == DEAD_NO)
1144 if(head != player && !IsDifferentTeam(head, player))
1145 if(!head.speedrunning && (!head.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1147 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
1149 if(clienttype(head) == CLIENTTYPE_BOT)
1151 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1152 ctf_Handle_Throw(head, player, DROP_PASS);
1156 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
1157 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
1159 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
1162 else if(player.flagcarried)
1166 if(vlen(player.origin - WarpZone_RefSys_TransformOrigin(player, head, head.origin)) < vlen(player.origin - WarpZone_RefSys_TransformOrigin(player, head, closest_target.origin)))
1167 { closest_target = head; }
1169 else { closest_target = head; }
1175 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
1178 // throw the flag in front of you
1179 if(autocvar_g_ctf_drop && player.flagcarried)
1180 { ctf_Handle_Throw(player, world, DROP_THROW); }
1186 MUTATOR_HOOKFUNCTION(ctf_HelpMePing)
1188 if(self.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
1190 WaypointSprite_HelpMePing(self.wps_flagcarrier);
1192 else // create a normal help me waypointsprite
1194 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');
1195 WaypointSprite_Ping(self.wps_helpme);
1201 MUTATOR_HOOKFUNCTION(ctf_VehicleEnter)
1203 if(other.flagcarried)
1205 if(!autocvar_g_ctf_flagcarrier_allow_vehicle_carry)
1207 ctf_Handle_Throw(self, world, DROP_NORMAL);
1211 setattachment(other.flagcarried, self, "");
1212 setorigin(other, VEHICLE_FLAG_OFFSET);
1213 other.flagcarried.scale = VEHICLE_FLAG_SCALE;
1214 //other.flagcarried.angles = '0 0 0';
1221 MUTATOR_HOOKFUNCTION(ctf_VehicleExit)
1223 if(self.owner.flagcarried)
1225 setattachment(self.owner.flagcarried, self.owner, "");
1226 setorigin(self.owner.flagcarried, FLAG_CARRY_OFFSET);
1227 self.owner.flagcarried.scale = FLAG_SCALE;
1228 self.owner.flagcarried.angles = '0 0 0';
1234 MUTATOR_HOOKFUNCTION(ctf_AbortSpeedrun)
1236 if(self.flagcarried)
1238 bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n");
1239 ctf_RespawnFlag(self);
1245 MUTATOR_HOOKFUNCTION(ctf_MatchEnd)
1247 entity flag; // temporary entity for the search method
1249 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1251 switch(flag.ctf_status)
1256 // lock the flag, game is over
1257 flag.movetype = MOVETYPE_NONE;
1258 flag.takedamage = DAMAGE_NO;
1259 flag.solid = SOLID_NOT;
1260 flag.nextthink = 0; // stop thinking
1262 print("stopping the ", flag.netname, " from moving.\n");
1270 // do nothing for these flags
1284 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
1285 CTF Starting point for a player in team one (Red).
1286 Keys: "angle" viewing angle when spawning. */
1287 void spawnfunc_info_player_team1()
1289 if(g_assault) { remove(self); return; }
1291 self.team = COLOR_TEAM1; // red
1292 spawnfunc_info_player_deathmatch();
1296 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
1297 CTF Starting point for a player in team two (Blue).
1298 Keys: "angle" viewing angle when spawning. */
1299 void spawnfunc_info_player_team2()
1301 if(g_assault) { remove(self); return; }
1303 self.team = COLOR_TEAM2; // blue
1304 spawnfunc_info_player_deathmatch();
1307 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
1308 CTF Starting point for a player in team three (Yellow).
1309 Keys: "angle" viewing angle when spawning. */
1310 void spawnfunc_info_player_team3()
1312 if(g_assault) { remove(self); return; }
1314 self.team = COLOR_TEAM3; // yellow
1315 spawnfunc_info_player_deathmatch();
1319 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1320 CTF Starting point for a player in team four (Purple).
1321 Keys: "angle" viewing angle when spawning. */
1322 void spawnfunc_info_player_team4()
1324 if(g_assault) { remove(self); return; }
1326 self.team = COLOR_TEAM4; // purple
1327 spawnfunc_info_player_deathmatch();
1330 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1331 CTF flag for team one (Red).
1333 "angle" Angle the flag will point (minus 90 degrees)...
1334 "model" model to use, note this needs red and blue as skins 0 and 1...
1335 "noise" sound played when flag is picked up...
1336 "noise1" sound played when flag is returned by a teammate...
1337 "noise2" sound played when flag is captured...
1338 "noise3" sound played when flag is lost in the field and respawns itself...
1339 "noise4" sound played when flag is dropped by a player...
1340 "noise5" sound played when flag touches the ground... */
1341 void spawnfunc_item_flag_team1()
1343 if(!g_ctf) { remove(self); return; }
1345 ctf_FlagSetup(1, self); // 1 = red
1348 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1349 CTF flag for team two (Blue).
1351 "angle" Angle the flag will point (minus 90 degrees)...
1352 "model" model to use, note this needs red and blue as skins 0 and 1...
1353 "noise" sound played when flag is picked up...
1354 "noise1" sound played when flag is returned by a teammate...
1355 "noise2" sound played when flag is captured...
1356 "noise3" sound played when flag is lost in the field and respawns itself...
1357 "noise4" sound played when flag is dropped by a player...
1358 "noise5" sound played when flag touches the ground... */
1359 void spawnfunc_item_flag_team2()
1361 if(!g_ctf) { remove(self); return; }
1363 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1366 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1367 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1368 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.
1370 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1371 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1372 void spawnfunc_ctf_team()
1374 if(!g_ctf) { remove(self); return; }
1376 self.classname = "ctf_team";
1377 self.team = self.cnt + 1;
1385 // code from here on is just to support maps that don't have flag and team entities
1386 void ctf_SpawnTeam (string teamname, float teamcolor)
1391 self.classname = "ctf_team";
1392 self.netname = teamname;
1393 self.cnt = teamcolor;
1395 spawnfunc_ctf_team();
1400 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1402 // if no teams are found, spawn defaults
1403 if(find(world, classname, "ctf_team") == world)
1405 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1406 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1407 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1413 void ctf_Initialize()
1415 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1417 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1418 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1419 ctf_captureshield_force = autocvar_g_ctf_shield_force;
1421 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1425 MUTATOR_DEFINITION(gamemode_ctf)
1427 MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
1428 MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
1429 MUTATOR_HOOK(PlayerDies, ctf_PlayerDies, CBC_ORDER_ANY);
1430 MUTATOR_HOOK(MatchEnd, ctf_MatchEnd, CBC_ORDER_ANY);
1431 MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
1432 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1433 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1434 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1435 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1436 MUTATOR_HOOK(HelpMePing, ctf_HelpMePing, CBC_ORDER_ANY);
1437 MUTATOR_HOOK(VehicleEnter, ctf_VehicleEnter, CBC_ORDER_ANY);
1438 MUTATOR_HOOK(VehicleExit, ctf_VehicleExit, CBC_ORDER_ANY);
1439 MUTATOR_HOOK(AbortSpeedrun, ctf_AbortSpeedrun, CBC_ORDER_ANY);
1443 if(time > 1) // game loads at time 1
1444 error("This is a game type and it cannot be added at runtime.");
1452 error("This is a game type and it cannot be removed at runtime.");