1 // these are needed since mutators are compiled last
5 void ctf_RespawnFlag(entity flag);
7 // score rule declarations
10 #define SP_CTF_CAPTIME 5
11 #define SP_CTF_PICKUPS 6
12 #define SP_CTF_DROPS 7
13 #define SP_CTF_FCKILLS 8
14 #define SP_CTF_RETURNS 9
16 // flag constants // for most of these, there is just one question to be asked: WHYYYYY?
17 #define FLAG_MIN (PL_MIN + '0 0 -13')
18 #define FLAG_MAX (PL_MAX + '0 0 -13')
20 #define FLAG_SCALE 0.6
22 #define FLAG_THINKRATE 0.2
23 #define FLAG_TOUCHRATE 0.5
24 #define WPFE_THINKRATE 0.5
26 #define FLAG_DROP_OFFSET ('0 0 32')
27 #define FLAG_CARRY_OFFSET ('-16 0 8')
28 #define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
29 #define FLAG_WAYPOINT_OFFSET ('0 0 64')
30 #define FLAG_FLOAT_OFFSET ('0 0 32')
31 #define FLAG_PASS_ARC_OFFSET ('0 0 -10')
33 #define VEHICLE_FLAG_OFFSET ('0 0 96')
34 #define VEHICLE_FLAG_SCALE 1.0
37 #define WPCOLOR_ENEMYFC(t) (colormapPaletteColor(t - 1, FALSE) * 0.75)
38 #define WPCOLOR_FLAGCARRIER(t) ('0.8 0.8 0')
39 #define WPCOLOR_DROPPEDFLAG(t) (('0.25 0.25 0.25' + colormapPaletteColor(t - 1, FALSE)) * 0.5)
42 #define snd_flag_taken noise
43 #define snd_flag_returned noise1
44 #define snd_flag_capture noise2
45 #define snd_flag_respawn noise3
46 .string snd_flag_dropped;
47 .string snd_flag_touch;
48 .string snd_flag_pass;
55 // list of flags on the map
56 entity ctf_worldflaglist;
57 .entity ctf_worldflagnext;
58 .entity ctf_staleflagnext;
61 .entity bot_basewaypoint; // flag waypointsprite
64 .entity wps_flagcarrier;
65 .entity wps_flagdropped;
66 .entity wps_enemyflagcarrier;
67 .float wps_helpme_time;
68 float wpforenemy_announced;
69 float wpforenemy_nextthink;
73 #define FLAG_DROPPED 2
75 #define FLAG_PASSING 4
83 #define PICKUP_DROPPED 2
85 #define CAPTURE_NORMAL 1
86 #define CAPTURE_DROPPED 2
88 #define RETURN_TIMEOUT 1
89 #define RETURN_DROPPED 2
90 #define RETURN_DAMAGE 3
91 #define RETURN_SPEEDRUN 4
92 #define RETURN_NEEDKILL 5
95 #define ctf_spawnorigin dropped_origin
96 float ctf_stalemate; // indicates that a stalemate is active
97 float ctf_captimerecord; // record time for capturing the flag
98 .float ctf_pickuptime;
100 .float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
101 .entity ctf_dropper; // don't allow spam of dropping the flag
102 .float max_flag_health;
103 .float next_take_time;
105 // passing/throwing properties
106 .float pass_distance;
109 .float throw_antispam;
110 .float throw_prevtime;
113 // CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
114 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
115 float ctf_captureshield_min_negscore; // punish at -20 points
116 float ctf_captureshield_max_ratio; // punish at most 30% of each team
117 float ctf_captureshield_force; // push force of the shield
120 #define HAVOCBOT_CTF_ROLE_NONE 0
121 #define HAVOCBOT_CTF_ROLE_DEFENSE 2
122 #define HAVOCBOT_CTF_ROLE_MIDDLE 4
123 #define HAVOCBOT_CTF_ROLE_OFFENSE 8
124 #define HAVOCBOT_CTF_ROLE_CARRIER 16
125 #define HAVOCBOT_CTF_ROLE_RETRIEVER 32
126 #define HAVOCBOT_CTF_ROLE_ESCORT 64
128 .float havocbot_cantfindflag;
130 vector havocbot_ctf_middlepoint;
131 float havocbot_ctf_middlepoint_radius;
133 void havocbot_role_ctf_setrole(entity bot, float role);