// these are needed since mutators are compiled last
+// used in cheats.qc
+void ctf_RespawnFlag(entity flag)
+
+// used in portals.qc
+void ctf_Handle_Throw(entity player, entity reciever, float droptype);
+
+// used in g_damage.qc
+float ctf_ReadScore(string parameter); // SOON WON'T BE NEEDED. // FIXCTF
+
// used in t_quake3.qc
void spawnfunc_info_player_team1();
void spawnfunc_info_player_team2();
void spawnfunc_item_flag_team1();
void spawnfunc_item_flag_team2();
void spawnfunc_ctf_team();
+
+// flag constants // for most of these, there is just one question to be asked: WHYYYYY?
+#define FLAG_MIN (PL_MIN + '0 0 -13')
+#define FLAG_MAX (PL_MAX + '0 0 -13')
+#define FLAG_SCALE 0.6
+
+#define FLAG_THINKRATE 0.2
+#define FLAG_TOUCHRATE 0.5
+
+#define FLAG_DROP_OFFSET ('0 0 32')
+#define FLAG_CARRY_OFFSET ('-15 0 7')
+#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
+#define FLAG_WAYPOINT_OFFSET ('0 0 64')
+
+// sounds
+.string noise4;
+.string noise5;
+
+#define snd_flag_taken noise
+#define snd_flag_returned noise1
+#define snd_flag_capture noise2
+#define snd_flag_respawn noise3
+#define snd_flag_dropped noise4
+#define snd_flag_touch noise5
+
+// list of flags on the map
+entity ctf_worldflaglist;
+.entity ctf_worldflagnext;
+
+// waypoint sprites
+.entity bot_basewaypoint; // flag waypointsprite
+.entity wps_flagbase;
+.entity wps_flagcarrier;
+.entity wps_flagdropped;
+
+// statuses
+#define FLAG_BASE 1
+#define FLAG_DROPPED 2
+#define FLAG_CARRY 3
+#define FLAG_PASSING 4
+
+#define DROP_NORMAL 1
+#define DROP_THROW 2
+#define DROP_PASS 3
+
+#define PICKUP_BASE 1
+#define PICKUP_DROPPED 2
+
+#define CAPTURE_NORMAL 1
+#define CAPTURE_DROPPED 2
+
+// flag properties
+#define ctf_spawnorigin dropped_origin
+float ctf_captimerecord; // record time for capturing the flag
+.float ctf_pickuptime;
+.float ctf_droptime;
+.float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
+.entity ctf_carrier;
+.entity ctf_dropper; // don't allow spam of dropping the flag
+.float max_flag_health;
+.float next_take_time;
+
+// passing properties
+.entity pass_sender;
+.entity pass_target;
+.float throw_antispam;
+
+// CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
+.float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
+float ctf_captureshield_min_negscore; // punish at -20 points
+float ctf_captureshield_max_ratio; // punish at most 30% of each team
+float ctf_captureshield_force; // push force of the shield
\ No newline at end of file