flag.angles = '0 0 0';
SetResourceExplicit(flag, RES_HEALTH, flag.max_health);
flag.ctf_droptime = time;
+ flag.ctf_landtime = 0;
flag.ctf_dropper = player;
flag.ctf_status = FLAG_DROPPED;
flag.solid = SOLID_TRIGGER;
flag.ctf_dropper = player;
flag.ctf_droptime = time;
+ flag.ctf_landtime = 0;
flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
if(flag.team)
FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
if(CTF_SAMETEAM(flag, it))
- {
- if(SAME_TEAM(player, it))
- Send_Notification(NOTIF_ONE, it, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
- else
- Send_Notification(NOTIF_ONE, it, MSG_CHOICE, ((SAME_TEAM(flag, player)) ? CHOICE_CTF_PICKUP_ENEMY_TEAM : CHOICE_CTF_PICKUP_ENEMY), Team_ColorCode(player.team), player.netname);
- }
+ Send_Notification(NOTIF_ONE, it, MSG_CHOICE, ((SAME_TEAM(flag, player)) ? CHOICE_CTF_PICKUP_ENEMY_TEAM : CHOICE_CTF_PICKUP_ENEMY), Team_ColorCode(player.team), player.netname);
+ else if(DIFF_TEAM(player, it))
+ Send_Notification(NOTIF_ONE, it, MSG_CHOICE, APP_NUM(flag.team, CHOICE_CTF_PICKUP_ENEMY_OTHER), Team_ColorCode(player.team), player.netname);
});
_sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
if(tmp_entity.ctf_status == FLAG_DROPPED)
if(vdist(this.origin - tmp_entity.origin, <, autocvar_g_ctf_dropped_capture_radius))
- if(time > tmp_entity.ctf_droptime + autocvar_g_ctf_dropped_capture_delay)
+ if((this.noalign || tmp_entity.ctf_landtime) && time > ((this.noalign) ? tmp_entity.ctf_droptime : tmp_entity.ctf_landtime) + autocvar_g_ctf_dropped_capture_delay)
ctf_Handle_Capture(this, tmp_entity, CAPTURE_DROPPED);
}
return;
case FLAG_DROPPED:
{
this.angles = '0 0 0'; // reset flag angles in case warpzones adjust it
+ if(IS_ONGROUND(this) && !this.ctf_landtime)
+ this.ctf_landtime = time; // landtime is reset when thrown, and we don't want to restart the timer if the flag is pushed
if(autocvar_g_ctf_flag_dropped_floatinwater)
{
ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the neutral flag
}
else if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && DIFF_TEAM(toucher.flagcarried, flag) && is_not_monster)
- ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
+ ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to their base
else if(CTF_DIFFTEAM(toucher, flag) && (toucher.flagcarried) && CTF_SAMETEAM(toucher.flagcarried, toucher) && (!toucher.ctf_captureshielded) && autocvar_g_ctf_flag_return_carrying && (time > toucher.next_take_time) && is_not_monster)
{
ctf_Handle_Return(toucher.flagcarried, toucher); // return their current flag
case FLAG_DROPPED:
{
if(CTF_SAMETEAM(toucher, flag) && ctf_Immediate_Return_Allowed(flag, toucher))
- ctf_Handle_Return(flag, toucher); // toucher just returned his own flag
+ ctf_Handle_Return(flag, toucher); // toucher just returned their own flag
else if(is_not_monster && (!toucher.flagcarried) && ((toucher != flag.ctf_dropper) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
break;
}
}
-.float last_respawn;
void ctf_RespawnFlag(entity flag)
{
flag.watertype = CONTENT_EMPTY; // TODO: it is unclear why this workaround is needed, likely many other potential breakage points!!
- // check for flag respawn being called twice in a row
- if(flag.last_respawn > time - 0.5)
- { backtrace("flag respawn called twice quickly! please notify Samual about this..."); }
-
- flag.last_respawn = time;
// reset the player (if there is one)
if((flag.owner) && (flag.owner.flagcarried == flag))
flag.ctf_dropper = NULL;
flag.ctf_pickuptime = 0;
flag.ctf_droptime = 0;
+ flag.ctf_landtime = 0;
flag.ctf_flagdamaged_byworld = false;
navigation_dynamicgoal_unset(flag);
{
if (head.ctf_status == FLAG_CARRY)
{
- // adjust rating of our flag carrier depending on his health
+ // adjust rating of our flag carrier depending on their health
head = head.tag_entity;
float f = bound(0, (GetResource(head, RES_HEALTH) + GetResource(head, RES_ARMOR)) / 100, 2) - 1;
ratingscale += ratingscale * f * 0.1;
entity goal = this.goalentity;
if (havocbot_ctf_is_basewaypoint(goal) && vdist(goal.origin - this.origin, <, 100))
- this.goalentity_lock_timeout = time + ((this.bot_aimtarg) ? 2 : 3);
+ this.goalentity_lock_timeout = time + ((this.enemy) ? 2 : 3);
if (goal)
this.havocbot_cantfindflag = time + 10;