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
#define WPCOLOR_ENEMYFC(t) ((t) ? colormapPaletteColor(t - 1, false) * 0.75 : '1 1 1')
-#define WPCOLOR_FLAGCARRIER(t) ('0.8 0.8 0')
+#define WPCOLOR_FLAGCARRIER(t) (WP_FlagCarrier.m_color)
#define WPCOLOR_DROPPEDFLAG(t) ((t) ? ('0.25 0.25 0.25' + colormapPaletteColor(t - 1, false)) * 0.5 : '1 1 1')
// sounds
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