1 #define FLAG_MIN (PL_MIN + '0 0 -13')
2 #define FLAG_MAX (PL_MAX + '0 0 -13')
6 entity ctf_worldflaglist; // CTF flags in the map
7 .entity ctf_worldflagnext;
11 .float next_take_time; // the next time a player can pick up a flag (time + blah)
12 /// I used this, in part, to fix the looping score bug. - avirox
13 //float FLAGSCORE_PICKUP = 1;
14 //float FLAGSCORE_RETURN = 5; // returned by owner team
15 //float FLAGSCORE_RETURNROGUE = 10; // returned by rogue team
16 //float FLAGSCORE_CAPTURE = 5;
18 #define FLAG_CARRY_POS '-15 0 7'
20 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
22 float captureshield_min_negscore; // punish at -20 points
23 float captureshield_max_ratio; // punish at most 30% of each team
24 float captureshield_force; // push force of the shield
26 float ctf_captureshield_shielded(entity p)
30 float players_worseeq, players_total;
32 if(captureshield_max_ratio <= 0)
35 s = PlayerScore_Add(p, SP_SCORE, 0);
36 if(s >= -captureshield_min_negscore)
39 players_total = players_worseeq = 0;
44 se = PlayerScore_Add(e, SP_SCORE, 0);
50 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
53 if(players_worseeq >= players_total * captureshield_max_ratio)
59 void ctf_captureshield_update(entity p, float dir)
62 if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
64 should = ctf_captureshield_shielded(p);
69 centerprint_atprio(p, CENTERPRIO_SHIELDING, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.");
70 // TODO csqc notifier for this
74 centerprint_atprio(p, CENTERPRIO_SHIELDING, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.");
75 // TODO csqc notifier for this
77 p.ctf_captureshielded = should;
82 float ctf_captureshield_customize()
84 if not(other.ctf_captureshielded)
86 if(self.team == other.team)
91 void ctf_captureshield_touch()
93 if not(other.ctf_captureshielded)
95 if(self.team == other.team)
99 mymid = (self.absmin + self.absmax) * 0.5;
100 othermid = (other.absmin + other.absmax) * 0.5;
101 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * captureshield_force);
102 centerprint_atprio(other, CENTERPRIO_SHIELDING, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.");
105 void ctf_flag_spawnstuff()
111 e.touch = ctf_captureshield_touch;
112 e.customizeentityforclient = ctf_captureshield_customize;
113 e.classname = "ctf_captureshield";
114 e.effects = EF_ADDITIVE;
115 e.movetype = MOVETYPE_NOCLIP;
116 e.solid = SOLID_TRIGGER;
117 e.avelocity = '7 0 11';
118 setorigin(e, self.origin);
119 setmodel(e, "models/ctf/shield.md3");
121 setsize(e, e.scale * e.mins, e.scale * e.maxs);
123 waypoint_spawnforitem_force(self, self.origin);
124 self.nearestwaypointtimeout = 0; // activate waypointing again
125 self.basewaypoint = self.nearestwaypoint;
127 if(self.team == COLOR_TEAM1)
128 WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 61', self, sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM1 - 1, FALSE));
130 WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 61', self, sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM2 - 1, FALSE));
133 float ctf_score_value(string parameter)
135 if(g_ctf_win_mode != 2)
136 return cvar(strcat("g_ctf_personal", parameter));
138 return cvar(strcat("g_ctf_flag", parameter));
141 void FakeTimeLimit(entity e, float t)
144 WriteByte(MSG_ONE, 3); // svc_updatestat
145 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
147 WriteCoord(MSG_ONE, autocvar_timelimit);
149 WriteCoord(MSG_ONE, (t + 1) / 60);
152 float flagcaptimerecord;
153 .float flagpickuptime;
154 //.float iscommander;
162 if(self.classname != "item_flag_team")
164 backtrace("PlaceFlag a non-flag");
168 setattachment(self, world, "");
169 self.mdl = self.model;
170 self.flags = FL_ITEM | FL_NOTARGET;
171 self.solid = SOLID_TRIGGER;
172 self.movetype = MOVETYPE_NONE;
173 self.velocity = '0 0 0';
174 self.origin_z = self.origin_z + 6;
175 self.think = FlagThink;
176 self.touch = FlagTouch;
177 self.nextthink = time + 0.1;
178 self.cnt = FLAG_BASE;
179 self.mangle = self.angles;
180 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
181 //self.effects = self.effects | EF_DIMLIGHT;
184 self.dropped_origin = self.origin;
189 self.movetype = MOVETYPE_TOSS;
192 InitializeEntity(self, ctf_flag_spawnstuff, INITPRIO_SETLOCATION);
195 void LogCTF(string mode, float flagteam, entity actor)
198 if(!autocvar_sv_eventlog)
200 s = strcat(":ctf:", mode);
201 s = strcat(s, ":", ftos(flagteam));
203 s = strcat(s, ":", ftos(actor.playerid));
207 void RegenFlag(entity e)
209 if(e.classname != "item_flag_team")
211 backtrace("RegenFlag a non-flag");
215 if(e.waypointsprite_attachedforcarrier)
216 WaypointSprite_DetachCarrier(e);
218 setattachment(e, world, "");
219 e.damageforcescale = 0;
220 e.takedamage = DAMAGE_NO;
221 e.movetype = MOVETYPE_NONE;
223 e.movetype = MOVETYPE_TOSS;
224 e.velocity = '0 0 0';
225 e.solid = SOLID_TRIGGER;
226 // TODO: play a sound here
227 setorigin(e, e.dropped_origin);
231 e.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND and any other junk
234 void ReturnFlag(entity e)
236 if(e.classname != "item_flag_team")
238 backtrace("ReturnFlag a non-flag");
243 if (e.owner.flagcarried == e)
245 WaypointSprite_DetachCarrier(e.owner);
246 e.owner.flagcarried = world;
249 FakeTimeLimit(e.owner, -1);
255 void DropFlag(entity e, entity penalty_receiver, entity attacker)
259 if(e.classname != "item_flag_team")
261 backtrace("DropFlag a non-flag");
273 dprint("FLAG: drop - no owner?!?!\n");
277 if (p.flagcarried != e)
279 dprint("FLAG: drop - owner is not carrying this flag??\n");
282 //bprint(p.netname, "^7 lost the ", e.netname, "\n");
283 Send_KillNotification (p.netname, e.netname, "", INFO_LOSTFLAG, MSG_INFO);
286 UpdateFrags(penalty_receiver, -ctf_score_value("penalty_suicidedrop"));
288 UpdateFrags(p, -ctf_score_value("penalty_drop"));
289 PlayerScore_Add(p, SP_CTF_DROPS, +1);
290 ctf_captureshield_update(p, 0); // shield only
291 e.playerid = attacker.playerid;
292 e.ctf_droptime = time;
293 WaypointSprite_Spawn("flagdropped", 0, 0, e, '0 0 1' * 61, world, COLOR_TEAM1 + COLOR_TEAM2 - e.team, e, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAG, '0 1 1');
294 WaypointSprite_Ping(e.waypointsprite_attachedforcarrier);
296 if(p.waypointsprite_attachedforcarrier)
298 WaypointSprite_DetachCarrier(p);
302 bprint("\{1}^1Flag carrier had no flag sprite?!?\n");
303 backtrace("Flag carrier had no flag sprite?!?");
305 LogCTF("dropped", p.team, p);
306 sound (p, CH_TRIGGER, self.noise4, VOL_BASE, ATTN_NONE);
308 setattachment(e, world, "");
309 e.damageforcescale = autocvar_g_balance_ctf_damageforcescale;
310 e.takedamage = DAMAGE_YES;
312 if (p.flagcarried == e)
313 p.flagcarried = world;
316 e.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND and any other junk
317 e.solid = SOLID_TRIGGER;
318 e.movetype = MOVETYPE_TOSS;
319 // setsize(e, '-16 -16 0', '16 16 74');
320 setorigin(e, p.origin - '0 0 24' + '0 0 37');
321 e.cnt = FLAG_DROPPED;
322 e.velocity = '0 0 300';
323 e.pain_finished = time + autocvar_g_ctf_flag_returntime;//30;
325 trace_startsolid = FALSE;
326 tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
328 dprint("FLAG FALLTHROUGH will happen SOON\n");
335 self.nextthink = time + 0.1;
337 // sorry, we have to reset the flag size if it got squished by something
338 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX)
340 // if we can grow back, grow back
341 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
342 if(!trace_startsolid)
343 setsize(self, FLAG_MIN, FLAG_MAX);
346 if(self == ctf_worldflaglist) // only for the first flag
349 ctf_captureshield_update(e, 1); // release shield only
352 if(self.speedrunning)
353 if(self.cnt == FLAG_CARRY)
356 if(flagcaptimerecord)
357 if(time >= self.flagpickuptime + flagcaptimerecord)
359 bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
361 sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
362 self.owner.impulse = 141; // returning!
373 if (self.cnt == FLAG_BASE)
376 if (self.cnt == FLAG_DROPPED)
378 // flag fallthrough? FIXME remove this if bug is really fixed now
379 if(self.origin_z < -131072)
381 dprint("FLAG FALLTHROUGH just happened\n");
382 self.pain_finished = 0;
384 setattachment(self, world, "");
385 if (time > self.pain_finished)
387 bprint("The ", self.netname, " has returned to base\n");
388 sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
389 LogCTF("returned", self.team, world);
396 if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
398 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
399 DropFlag(self, world, world);
408 DropFlag(self.flagcarried, self, world);
414 void flag_cap_ring_spawn(vector org)
416 shockwave_spawn("models/ctf/shockwavetransring.md3", org - '0 0 15', -0.8, 0, 1);
425 local string s, s0, h0, h1;
426 if (other.classname != "player")
428 if (other.health < 1) // ignore dead players
431 if (self.cnt == FLAG_CARRY)
434 if (self.cnt == FLAG_BASE)
435 if (other.team == self.team)
436 if (other.flagcarried) // he's got a flag
437 if (other.flagcarried.team != self.team) // capture
439 if (other.flagcarried == world)
443 if(autocvar_g_ctf_captimerecord_always || player_count - currentbots <= 1) // at most one human
445 t = time - other.flagcarried.flagpickuptime;
446 s = ftos_decimals(t, 2);
447 s0 = ftos_decimals(flagcaptimerecord, 2);
448 h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
453 h0 = strcat(h0, "^7's"); // h0: display text for previous netname
454 if (flagcaptimerecord == 0)
456 s = strcat(" in ", s, " seconds");
457 flagcaptimerecord = t;
458 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
459 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
460 write_recordmarker(other, time - t, t);
462 else if (t < flagcaptimerecord)
464 s = strcat(" in ", s, " seconds, breaking ", h0, " previous record of ", s0, " seconds");
465 flagcaptimerecord = t;
466 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
467 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
468 write_recordmarker(other, time - t, t);
472 s = strcat(" in ", s, " seconds, failing to break ", h0, " record of ", s0, " seconds");
478 Send_KillNotification (other.netname, other.flagcarried.netname, s, INFO_CAPTUREFLAG, MSG_INFO);
480 PlayerTeamScore_Add(other, SP_CTF_CAPS, ST_CTF_CAPS, 1);
481 LogCTF("capture", other.flagcarried.team, other);
482 // give credit to the individual player
483 UpdateFrags(other, ctf_score_value("score_capture"));
485 if (autocvar_g_ctf_flag_capture_effects) {
486 if (other.team == COLOR_TEAM1) { // red team scores effect
487 pointparticles(particleeffectnum("red_ground_quake"), self.origin, '0 0 0', 1);
488 flag_cap_ring_spawn(self.origin);
490 if (other.team == COLOR_TEAM2) { // blue team scores effect
491 pointparticles(particleeffectnum("blue_ground_quake"), self.origin, '0 0 0', 1);
492 flag_cap_ring_spawn(self.origin);
496 sound (other, CH_TRIGGER, self.noise2, VOL_BASE, ATTN_NONE);
497 WaypointSprite_DetachCarrier(other);
498 if(self.speedrunning)
499 FakeTimeLimit(other, -1);
500 RegenFlag (other.flagcarried);
501 other.flagcarried = world;
502 other.next_take_time = time + 1;
504 if (self.cnt == FLAG_BASE)
505 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
506 if (other.team != self.team)
507 if (!other.flagcarried)
508 if (!other.ctf_captureshielded)
510 if (other.next_take_time > time)
513 if (autocvar_g_ctf_flag_pickup_effects) // pickup effect
514 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
517 self.flagpickuptime = time; // used for timing runs
518 self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
519 if(other.speedrunning)
520 if(flagcaptimerecord)
521 FakeTimeLimit(other, time + flagcaptimerecord);
522 self.solid = SOLID_NOT;
523 setorigin(self, self.origin); // relink
525 other.flagcarried = self;
526 self.cnt = FLAG_CARRY;
527 self.angles = '0 0 0';
528 //bprint(other.netname, "^7 got the ", self.netname, "\n");
529 Send_KillNotification (other.netname, self.netname, "", INFO_GOTFLAG, MSG_INFO);
530 UpdateFrags(other, ctf_score_value("score_pickup_base"));
531 self.dropperid = other.playerid;
532 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
533 LogCTF("steal", self.team, other);
534 sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NONE);
536 FOR_EACH_PLAYER(player)
537 if(player.team == self.team)
538 centerprint(player, "The enemy got your flag! Retrieve it!");
540 self.movetype = MOVETYPE_NONE;
541 setorigin(self, FLAG_CARRY_POS);
542 setattachment(self, other, "");
543 WaypointSprite_AttachCarrier("flagcarrier", other, RADARICON_FLAGCARRIER, '1 1 0');
544 WaypointSprite_Ping(self.sprite);
549 if (self.cnt == FLAG_DROPPED)
551 self.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND and any other junk
552 if (other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
555 Send_KillNotification (other.netname, self.netname, "", INFO_RETURNFLAG, MSG_INFO);
556 //bprint(other.netname, "^7 returned the ", self.netname, "\n");
558 // punish the player who last had it
559 FOR_EACH_PLAYER(player)
560 if(player.playerid == self.dropperid)
562 PlayerScore_Add(player, SP_SCORE, -ctf_score_value("penalty_returned"));
563 ctf_captureshield_update(player, 0); // shield only
566 // punish the team who was last carrying it
567 if(self.team == COLOR_TEAM1)
568 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, -ctf_score_value("penalty_returned"));
570 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, -ctf_score_value("penalty_returned"));
572 // reward the player who returned it
573 if(other.playerid == self.playerid) // is this the guy who killed the FC last?
575 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
576 UpdateFrags(other, ctf_score_value("score_return_by_killer"));
578 UpdateFrags(other, ctf_score_value("score_return_rogue_by_killer"));
582 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
583 UpdateFrags(other, ctf_score_value("score_return"));
585 UpdateFrags(other, ctf_score_value("score_return_rogue"));
587 PlayerScore_Add(other, SP_CTF_RETURNS, 1);
588 LogCTF("return", self.team, other);
589 sound (other, CH_TRIGGER, self.noise1, VOL_BASE, ATTN_NONE);
592 else if (!other.flagcarried && (other.playerid != self.dropperid || time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect))
594 if(self.waypointsprite_attachedforcarrier)
595 WaypointSprite_DetachCarrier(self);
597 if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
598 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
601 self.solid = SOLID_NOT;
602 setorigin(self, self.origin); // relink
604 other.flagcarried = self;
605 self.cnt = FLAG_CARRY;
606 Send_KillNotification (other.netname, self.netname, "", INFO_PICKUPFLAG, MSG_INFO);
607 //bprint(other.netname, "^7 picked up the ", self.netname, "\n");
610 f = bound(0, (self.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1);
611 //print("factor is ", ftos(f), "\n");
612 f = ctf_score_value("score_pickup_dropped_late") * (1-f)
613 + ctf_score_value("score_pickup_dropped_early") * f;
615 self.dropperid = other.playerid;
616 //print("score is ", ftos(f), "\n");
618 UpdateFrags(other, f);
619 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
620 LogCTF("pickup", self.team, other);
621 sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NONE);
623 FOR_EACH_PLAYER(player)
624 if(player.team == self.team)
625 centerprint(player, "The enemy got your flag! Retrieve it!");
627 self.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
628 setorigin(self, FLAG_CARRY_POS);
629 setattachment(self, other, "");
630 self.damageforcescale = 0;
631 self.takedamage = DAMAGE_NO;
632 WaypointSprite_AttachCarrier("flagcarrier", other, RADARICON_FLAGCARRIER, '1 1 0');
637 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
638 CTF Starting point for a player
643 viewing angle when spawning
645 void spawnfunc_info_player_team1()
652 self.team = COLOR_TEAM1; // red
653 spawnfunc_info_player_deathmatch();
655 //self.team = 4;self.classname = "info_player_start";spawnfunc_info_player_start();};
657 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
658 CTF Starting point for a player in
663 viewing angle when spawning
665 void spawnfunc_info_player_team2()
672 self.team = COLOR_TEAM2; // blue
673 spawnfunc_info_player_deathmatch();
675 //self.team = 13;self.classname = "info_player_start";spawnfunc_info_player_start();};
677 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
678 CTF Starting point for a player in
683 viewing angle when spawning
685 void spawnfunc_info_player_team3()
692 self.team = COLOR_TEAM3; // yellow
693 spawnfunc_info_player_deathmatch();
697 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
698 CTF Starting point for a player in
703 viewing angle when spawning
705 void spawnfunc_info_player_team4()
712 self.team = COLOR_TEAM4; // purple
713 spawnfunc_info_player_deathmatch();
716 void item_flag_reset()
718 DropFlag(self, world, world);
719 if(self.waypointsprite_attachedforcarrier)
720 WaypointSprite_DetachCarrier(self);
724 void item_flag_postspawn()
725 { // Check CTF Item Flag Post Spawn
727 // Flag Glow Trail Support
728 if(autocvar_g_ctf_flag_glowtrails)
729 { // Provide Flag Glow Trail
730 if(self.team == COLOR_TEAM1)
732 self.glow_color = 251;
734 if(self.team == COLOR_TEAM2)
736 self.glow_color = 210;
743 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
744 CTF flag for team one (Red).
745 Multiple are allowed.
749 Angle the flag will point
752 model to use, note this needs red and blue as skins 0 and 1
753 (default models/ctf/flag.md3)
755 sound played when flag is picked up
756 (default ctf/take.wav)
758 sound played when flag is returned by a teammate
759 (default ctf/return.wav)
761 sound played when flag is captured
762 (default ctf/redcapture.wav)
764 sound played when flag is lost in the field and respawns itself
765 (default ctf/respawn.wav)
768 void spawnfunc_item_flag_team2();
769 void spawnfunc_item_flag_team1()
779 float old_g_ctf_reverse = g_ctf_reverse;
780 g_ctf_reverse = 0; // avoid an endless loop
781 spawnfunc_item_flag_team2();
782 g_ctf_reverse = old_g_ctf_reverse;
786 // link flag into ctf_worldflaglist
787 self.ctf_worldflagnext = ctf_worldflaglist;
788 ctf_worldflaglist = self;
790 self.classname = "item_flag_team";
791 self.team = COLOR_TEAM1; // color 4 team (red)
792 self.items = IT_KEY2; // gold key (redish enough)
793 self.netname = "^1RED^7 flag";
794 self.target = "###item###";
795 self.skin = autocvar_g_ctf_flag_red_skin;
796 if(self.spawnflags & 1)
799 self.model = autocvar_g_ctf_flag_red_model;
801 self.noise = "ctf/red_taken.wav";
803 self.noise1 = "ctf/red_returned.wav";
805 self.noise2 = "ctf/red_capture.wav"; // blue team scores by capturing the red flag
807 self.noise3 = "ctf/flag_respawn.wav";
809 self.noise4 = "ctf/red_dropped.wav";
810 precache_model (self.model);
811 setmodel (self, self.model); // precision set below
812 precache_sound (self.noise);
813 precache_sound (self.noise1);
814 precache_sound (self.noise2);
815 precache_sound (self.noise3);
816 precache_sound (self.noise4);
817 //setsize(self, '-16 -16 -37', '16 16 37');
818 setsize(self, FLAG_MIN, FLAG_MAX);
819 setorigin(self, self.origin + '0 0 37');
820 self.nextthink = time + 0.2; // start after doors etc
821 self.think = place_flag;
825 //if(!self.glow_size)
826 // self.glow_size = 50;
828 self.effects = self.effects | EF_LOWPRECISION;
829 if(autocvar_g_ctf_fullbrightflags)
830 self.effects |= EF_FULLBRIGHT;
831 if(autocvar_g_ctf_dynamiclights)
832 self.effects |= EF_RED;
835 item_flag_postspawn();
837 precache_model("models/ctf/shield.md3");
838 precache_model("models/ctf/shockwavetransring.md3");
840 self.reset = item_flag_reset;
843 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
844 CTF flag for team two (Blue).
845 Multiple are allowed.
849 Angle the flag will point
852 model to use, note this needs red and blue as skins 0 and 1
853 (default models/ctf/flag.md3)
855 sound played when flag is picked up
856 (default ctf/take.wav)
858 sound played when flag is returned by a teammate
859 (default ctf/return.wav)
861 sound played when flag is captured
862 (default ctf/bluecapture.wav)
864 sound played when flag is lost in the field and respawns itself
865 (default ctf/respawn.wav)
868 void spawnfunc_item_flag_team2()
878 float old_g_ctf_reverse = g_ctf_reverse;
879 g_ctf_reverse = 0; // avoid an endless loop
880 spawnfunc_item_flag_team1();
881 g_ctf_reverse = old_g_ctf_reverse;
885 // link flag into ctf_worldflaglist
886 self.ctf_worldflagnext = ctf_worldflaglist;
887 ctf_worldflaglist = self;
889 self.classname = "item_flag_team";
890 self.team = COLOR_TEAM2; // color 13 team (blue)
891 self.items = IT_KEY1; // silver key (bluish enough)
892 self.netname = "^4BLUE^7 flag";
893 self.target = "###item###";
894 self.skin = autocvar_g_ctf_flag_blue_skin;
895 if(self.spawnflags & 1)
898 self.model = autocvar_g_ctf_flag_blue_model;
900 self.noise = "ctf/blue_taken.wav";
902 self.noise1 = "ctf/blue_returned.wav";
904 self.noise2 = "ctf/blue_capture.wav"; // blue team scores by capturing the red flag
906 self.noise3 = "ctf/flag_respawn.wav";
908 self.noise4 = "ctf/blue_dropped.wav";
909 precache_model (self.model);
910 setmodel (self, self.model); // precision set below
911 precache_sound (self.noise);
912 precache_sound (self.noise1);
913 precache_sound (self.noise2);
914 precache_sound (self.noise3);
915 precache_sound (self.noise4);
916 //setsize(self, '-16 -16 -37', '16 16 37');
917 setsize(self, FLAG_MIN, FLAG_MAX);
918 setorigin(self, self.origin + '0 0 37');
919 self.nextthink = time + 0.2; // start after doors etc
920 self.think = place_flag;
924 //if(!self.glow_size)
925 // self.glow_size = 50;
927 self.effects = self.effects | EF_LOWPRECISION;
928 if(autocvar_g_ctf_fullbrightflags)
929 self.effects |= EF_FULLBRIGHT;
930 if(autocvar_g_ctf_dynamiclights)
931 self.effects |= EF_BLUE;
934 item_flag_postspawn();
936 precache_model("models/ctf/shield.md3");
937 precache_model("models/ctf/shockwavetransring.md3");
939 self.reset = item_flag_reset;
943 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
944 Team declaration for CTF gameplay, this allows you to decide what team
945 names and control point models are used in your map.
947 Note: If you use spawnfunc_ctf_team entities you must define at least 2! However, unlike
948 domination, you don't need to make a blank one too.
952 Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
954 Scoreboard color of the team (for example 4 is red and 13 is blue)
958 void spawnfunc_ctf_team()
965 self.classname = "ctf_team";
966 self.team = self.cnt + 1;
969 // code from here on is just to support maps that don't have control point and team entities
970 void ctf_spawnteam (string teamname, float teamcolor)
972 local entity oldself;
975 self.classname = "ctf_team";
976 self.netname = teamname;
977 self.cnt = teamcolor;
979 spawnfunc_ctf_team();
984 // spawn some default teams if the map is not set up for ctf
985 void ctf_spawnteams()
989 numteams = 2;//cvar("g_ctf_default_teams");
991 ctf_spawnteam("Red", COLOR_TEAM1 - 1);
992 ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
995 void ctf_delayedinit()
997 // if no teams are found, spawn defaults
998 if (find(world, classname, "ctf_team") == world)
1006 InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
1007 flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1009 captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1010 captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1011 captureshield_force = autocvar_g_ctf_shield_force;
1014 //#NO AUTOCVARS START
1015 g_ctf_win_mode = cvar("g_ctf_win_mode");
1019 void ctf_setstatus2(entity flag, float shift)
1021 if (flag.cnt == FLAG_CARRY)
1022 if (flag.owner == self)
1023 self.items |= shift * 3;
1025 self.items |= shift * 1;
1026 else if (flag.cnt == FLAG_DROPPED)
1027 self.items |= shift * 2;
1034 void ctf_setstatus()
1036 self.items &~= IT_RED_FLAG_TAKEN;
1037 self.items &~= IT_RED_FLAG_LOST;
1038 self.items &~= IT_BLUE_FLAG_TAKEN;
1039 self.items &~= IT_BLUE_FLAG_LOST;
1040 self.items &~= IT_CTF_SHIELDED;
1043 float redflags, blueflags;
1045 if(self.ctf_captureshielded)
1046 self.items |= IT_CTF_SHIELDED;
1051 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
1053 if(flag.items & IT_KEY2) // blue
1055 else if(flag.items & IT_KEY1) // red
1059 // blinking magic: if there is more than one flag, show one of these in a clever way
1061 redflags = mod(floor(time * redflags * 0.75), redflags);
1063 blueflags = mod(floor(time * blueflags * 0.75), blueflags);
1065 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
1067 if(flag.items & IT_KEY2) // blue
1069 if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times)
1070 ctf_setstatus2(flag, IT_RED_FLAG_TAKEN);
1072 else if(flag.items & IT_KEY1) // red
1074 if(--blueflags == -1) // happens exactly once
1075 ctf_setstatus2(flag, IT_BLUE_FLAG_TAKEN);
1080 entity(float cteam) ctf_team_has_commander =
1083 if(cteam != COLOR_TEAM1 || cteam != COLOR_TEAM2)
1086 FOR_EACH_REALPLAYER(pl) {
1087 if(pl.team == cteam && pl.iscommander) {
1094 void(entity e, float st) ctf_setstate =
1100 void(float cteam) ctf_new_commander =
1105 FOR_EACH_REALPLAYER(pl) {
1106 if(pl.team == cteam) {
1107 if(pl.iscommander) { // don't reassign if alreay there
1110 if(plmax == world || plmax.frags < pl.frags) <<<<<<<<<<<<<<<<< BROKEN in new scoring system
1114 if(plmax == world) {
1115 bprint(strcat(ColoredTeamName(cteam), " Team has no Commander!\n"));
1119 plmax.iscommander = TRUE;
1120 ctf_setstate(plmax, 3);
1121 sprint(plmax, "^3You're the commander now!\n");
1122 centerprint(plmax, "^3You're the commander now!\n");
1125 void() ctf_clientconnect =
1127 self.iscommander = FALSE;
1129 if(!self.team || self.classname != "player") {
1130 ctf_setstate(self, -1);
1132 ctf_setstate(self, 0);
1134 self.team_saved = self.team;
1136 if(self.team != 0 && self.classname == "player" && !ctf_team_has_commander(self.team)) {
1137 ctf_new_commander(self.team);
1141 void() ctf_playerchanged =
1143 if(!self.team || self.classname != "player") {
1144 ctf_setstate(self, -1);
1145 } else if(self.ctf_state < 0 && self.classname == "player") {
1146 ctf_setstate(self, 0);
1149 if(self.iscommander &&
1150 (self.classname != "player" || self.team != self.team_saved)
1153 self.iscommander = FALSE;
1154 if(self.classname == "player")
1155 ctf_setstate(self, 0);
1157 ctf_setstate(self, -1);
1158 ctf_new_commander(self.team_saved);
1161 self.team_saved = self.team;
1163 ctf_new_commander(self.team);
1166 void() ctf_clientdisconnect =
1168 if(self.iscommander)
1170 ctf_new_commander(self.team);
1174 entity GetPlayer(string);
1175 float() ctf_clientcommand =
1178 if(argv(0) == "order") {
1180 sprint(self, "This command is not supported in this gamemode.\n");
1183 if(!self.iscommander) {
1184 sprint(self, "^1You are not the commander!\n");
1188 sprint(self, "Usage: order #player status - (playernumber as in status)\n");
1191 e = GetPlayer(argv(1));
1193 sprint(self, "Invalid player.\nUsage: order #player status - (playernumber as in status)\n");
1196 if(e.team != self.team) {
1197 sprint(self, "^3You can only give orders to your own team!\n");
1200 if(argv(2) == "attack") {
1201 sprint(self, strcat("Ordering ", e.netname, " to attack!\n"));
1202 sprint(e, "^1Attack!\n");
1203 centerprint(e, "^7You've been ordered to^9\n^1Attack!\n");
1205 } else if(argv(2) == "defend") {
1206 sprint(self, strcat("Ordering ", e.netname, " to defend!\n"));
1207 sprint(e, "^Defend!\n");
1208 centerprint(e, "^7You've been ordered to^9\n^2Defend!\n");
1211 sprint(self, "^7Invalid command, use ^3attack^7, or ^3defend^7.\n");