bool b1 = false, b2 = false, b3 = false, b4 = false, b5 = false; // TODO: kill this, we WANT to show the other flags, somehow! (note: also means you don't see if you're FC)
// initially clear items so they can be set as necessary later.
- STAT(CTF_FLAGSTATUS, player) &= ~(CTF_RED_FLAG_CARRYING | CTF_RED_FLAG_TAKEN | CTF_RED_FLAG_LOST
+ STAT(OBJECTIVE_STATUS, player) &= ~(CTF_RED_FLAG_CARRYING | CTF_RED_FLAG_TAKEN | CTF_RED_FLAG_LOST
| CTF_BLUE_FLAG_CARRYING | CTF_BLUE_FLAG_TAKEN | CTF_BLUE_FLAG_LOST
| CTF_YELLOW_FLAG_CARRYING | CTF_YELLOW_FLAG_TAKEN | CTF_YELLOW_FLAG_LOST
| CTF_PINK_FLAG_CARRYING | CTF_PINK_FLAG_TAKEN | CTF_PINK_FLAG_LOST
if(flag.team == NUM_TEAM_2 && !b2) { b2 = true; t = CTF_BLUE_FLAG_CARRYING; t2 = CTF_BLUE_FLAG_TAKEN; t3 = CTF_BLUE_FLAG_LOST; }
if(flag.team == NUM_TEAM_3 && !b3) { b3 = true; t = CTF_YELLOW_FLAG_CARRYING; t2 = CTF_YELLOW_FLAG_TAKEN; t3 = CTF_YELLOW_FLAG_LOST; }
if(flag.team == NUM_TEAM_4 && !b4) { b4 = true; t = CTF_PINK_FLAG_CARRYING; t2 = CTF_PINK_FLAG_TAKEN; t3 = CTF_PINK_FLAG_LOST; }
- if(flag.team == 0 && !b5) { b5 = true; t = CTF_NEUTRAL_FLAG_CARRYING; t2 = CTF_NEUTRAL_FLAG_TAKEN; t3 = CTF_NEUTRAL_FLAG_LOST; STAT(CTF_FLAGSTATUS, player) |= CTF_FLAG_NEUTRAL; }
+ if(flag.team == 0 && !b5) { b5 = true; t = CTF_NEUTRAL_FLAG_CARRYING; t2 = CTF_NEUTRAL_FLAG_TAKEN; t3 = CTF_NEUTRAL_FLAG_LOST; STAT(OBJECTIVE_STATUS, player) |= CTF_FLAG_NEUTRAL; }
switch(flag.ctf_status)
{
case FLAG_CARRY:
{
if((flag.owner == player) || (flag.pass_sender == player))
- STAT(CTF_FLAGSTATUS, player) |= t; // carrying: player is currently carrying the flag
+ STAT(OBJECTIVE_STATUS, player) |= t; // carrying: player is currently carrying the flag
else
- STAT(CTF_FLAGSTATUS, player) |= t2; // taken: someone else is carrying the flag
+ STAT(OBJECTIVE_STATUS, player) |= t2; // taken: someone else is carrying the flag
break;
}
case FLAG_DROPPED:
{
- STAT(CTF_FLAGSTATUS, player) |= t3; // lost: the flag is dropped somewhere on the map
+ STAT(OBJECTIVE_STATUS, player) |= t3; // lost: the flag is dropped somewhere on the map
break;
}
}
// item for stopping players from capturing the flag too often
if(player.ctf_captureshielded)
- STAT(CTF_FLAGSTATUS, player) |= CTF_SHIELDED;
+ STAT(OBJECTIVE_STATUS, player) |= CTF_SHIELDED;
if(ctf_stalemate)
- STAT(CTF_FLAGSTATUS, player) |= CTF_STALEMATE;
+ STAT(OBJECTIVE_STATUS, player) |= CTF_STALEMATE;
// update the health of the flag carrier waypointsprite
if(player.wps_flagcarrier)
M_ARGV(1, string) = "ctf_team";
}
-MUTATOR_HOOKFUNCTION(ctf, SpectateCopy)
-{
- entity spectatee = M_ARGV(0, entity);
- entity client = M_ARGV(1, entity);
-
- STAT(CTF_FLAGSTATUS, client) = STAT(CTF_FLAGSTATUS, spectatee);
-}
-
MUTATOR_HOOKFUNCTION(ctf, GetRecords)
{
int record_page = M_ARGV(0, int);