const int SP_CTF_RETURNS = 9;
// 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_MIN (PL_MIN_CONST + '0 0 -13')
+#define FLAG_MAX (PL_MAX_CONST + '0 0 -13')
const float FLAG_SCALE = 0.6;
const vector FLAG_DROP_OFFSET = ('0 0 32');
const vector FLAG_CARRY_OFFSET = ('-16 0 8');
-#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
+#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_CONST.z - 13))
const vector FLAG_WAYPOINT_OFFSET = ('0 0 64');
const vector FLAG_FLOAT_OFFSET = ('0 0 32');
const vector FLAG_PASS_ARC_OFFSET = ('0 0 -10');
-const vector VEHICLE_FLAG_OFFSET = ('0 0 90');
-
-
-
+const vector VEHICLE_FLAG_OFFSET = ('0 0 96');
const float VEHICLE_FLAG_SCALE = 1.0;
// waypoint colors
const int RETURN_SPEEDRUN = 4;
const int RETURN_NEEDKILL = 5;
+void ctf_Handle_Throw(entity player, entity receiver, float droptype);
+
// flag properties
#define ctf_spawnorigin dropped_origin
bool ctf_stalemate; // indicates that a stalemate is active