#include "ctf.qh"
+#include <common/items/item/pickup.qh>
+#include <common/mutators/base.qh>
+#include <common/gamemodes/sv_rules.qh>
+
void ctf_Initialize();
+int autocvar_captureleadlimit_override;
+int autocvar_capturelimit_override;
+
REGISTER_MUTATOR(ctf, false)
{
MUTATOR_STATIC();
ATTRIB(Flag, m_mins, vector, (PL_MIN_CONST + '0 0 -13') * 1.4); // scaling be damned
ATTRIB(Flag, m_maxs, vector, (PL_MAX_CONST + '0 0 -13') * 1.4);
ENDCLASS(Flag)
-Flag CTF_FLAG; STATIC_INIT(Flag) { CTF_FLAG = NEW(Flag); }
+Flag CTF_FLAG;
+STATIC_INIT(Flag) { CTF_FLAG = NEW(Flag); }
void ctf_FlagTouch(entity this, entity toucher) { ITEM_HANDLE(Pickup, CTF_FLAG, this, toucher); }
// flag constants // for most of these, there is just one question to be asked: WHYYYYY?
.float score_return;
.float score_team_capture; // shouldn't be too high
+// property set on objects to point to the flag they're carrying (if any)
+.entity flagcarried;
+
// effects
.string toucheffect;
.string passeffect;
.float ctf_droptime;
.int ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
.entity ctf_dropper; // don't allow spam of dropping the flag
-.int max_flag_health;
.float next_take_time;
.bool ctf_flagdamaged_byworld;
int ctf_teams;