1 #define FLAG_MIN (PL_MIN + '0 0 -13')
2 #define FLAG_MAX (PL_MAX + '0 0 -13')
5 entity ctf_worldflaglist; // CTF flags in the map
6 .entity ctf_worldflagnext;
10 .float next_take_time; // the next time a player can pick up a flag (time + blah)
11 /// I used this, in part, to fix the looping score bug. - avirox
12 //float FLAGSCORE_PICKUP = 1;
13 //float FLAGSCORE_RETURN = 5; // returned by owner team
14 //float FLAGSCORE_RETURNROGUE = 10; // returned by rogue team
15 //float FLAGSCORE_CAPTURE = 5;
17 #define FLAG_CARRY_POS '-15 0 7'
19 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
21 float captureshield_min_negscore; // punish at -20 points
22 float captureshield_max_ratio; // punish at most 30% of each team
23 float captureshield_force; // push force of the shield
25 float ctf_captureshield_shielded(entity p)
29 float players_worseeq, players_total;
31 if(captureshield_max_ratio <= 0)
34 s = PlayerScore_Add(p, SP_SCORE, 0);
35 if(s >= -captureshield_min_negscore)
38 players_total = players_worseeq = 0;
43 se = PlayerScore_Add(e, SP_SCORE, 0);
49 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
52 if(players_worseeq >= players_total * captureshield_max_ratio)
58 void ctf_captureshield_update(entity p, float dir)
61 if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
63 should = ctf_captureshield_shielded(p);
68 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.");
69 // TODO csqc notifier for this
73 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.");
74 // TODO csqc notifier for this
76 p.ctf_captureshielded = should;
81 float ctf_captureshield_customize()
83 if not(other.ctf_captureshielded)
85 if(self.team == other.team)
90 void ctf_captureshield_touch()
92 if not(other.ctf_captureshielded)
94 if(self.team == other.team)
98 mymid = (self.absmin + self.absmax) * 0.5;
99 othermid = (other.absmin + other.absmax) * 0.5;
100 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * captureshield_force);
101 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.");
104 void ctf_captureshield_spawn()
110 e.touch = ctf_captureshield_touch;
111 e.customizeentityforclient = ctf_captureshield_customize;
112 e.classname = "ctf_captureshield";
113 e.effects = EF_ADDITIVE;
114 e.movetype = MOVETYPE_NOCLIP;
115 e.solid = SOLID_TRIGGER;
116 e.avelocity = '7 0 11';
117 setorigin(e, self.origin);
118 setmodel(e, "models/ctf/shield.md3");
120 setsize(e, e.scale * e.mins, e.scale * e.maxs);
123 float ctf_score_value(string parameter)
125 if(g_ctf_win_mode != 2)
126 return cvar(strcat("g_ctf_personal", parameter));
128 return cvar(strcat("g_ctf_flag", parameter));
131 void FakeTimeLimit(entity e, float t)
134 WriteByte(MSG_ONE, 3); // svc_updatestat
135 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
137 WriteCoord(MSG_ONE, cvar("timelimit"));
139 WriteCoord(MSG_ONE, (t + 1) / 60);
142 float flagcaptimerecord;
143 .float flagpickuptime;
144 //.float iscommander;
152 if(self.classname != "item_flag_team")
154 backtrace("PlaceFlag a non-flag");
159 self.t_width = 0.1; // frame animation rate
161 self.t_length = 58; // maximum frame
163 setattachment(self, world, "");
164 self.mdl = self.model;
165 self.flags = FL_ITEM;
166 self.solid = SOLID_TRIGGER;
167 self.movetype = MOVETYPE_NONE;
168 self.velocity = '0 0 0';
169 self.origin_z = self.origin_z + 6;
170 self.think = FlagThink;
171 self.touch = FlagTouch;
172 self.nextthink = time + 0.1;
173 self.cnt = FLAG_BASE;
174 self.mangle = self.angles;
175 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
176 //self.effects = self.effects | EF_DIMLIGHT;
179 self.dropped_origin = self.origin;
184 self.movetype = MOVETYPE_TOSS;
186 InitializeEntity(self, ctf_captureshield_spawn, INITPRIO_SETLOCATION);
189 void LogCTF(string mode, float flagteam, entity actor)
192 if(!cvar("sv_eventlog"))
194 s = strcat(":ctf:", mode);
195 s = strcat(s, ":", ftos(flagteam));
197 s = strcat(s, ":", ftos(actor.playerid));
201 void RegenFlag(entity e)
203 if(e.classname != "item_flag_team")
205 backtrace("RegenFlag a non-flag");
209 setattachment(e, world, "");
210 e.damageforcescale = 0;
211 e.movetype = MOVETYPE_NONE;
213 e.movetype = MOVETYPE_TOSS;
214 e.velocity = '0 0 0';
215 e.solid = SOLID_TRIGGER;
216 // TODO: play a sound here
217 setorigin(e, e.dropped_origin);
221 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
224 void ReturnFlag(entity e)
226 if(e.classname != "item_flag_team")
228 backtrace("ReturnFlag a non-flag");
233 if (e.owner.flagcarried == e)
235 WaypointSprite_DetachCarrier(e.owner);
236 e.owner.flagcarried = world;
239 FakeTimeLimit(e.owner, -1);
245 void DropFlag(entity e, entity penalty_receiver, entity attacker)
249 if(e.classname != "item_flag_team")
251 backtrace("DropFlag a non-flag");
263 dprint("FLAG: drop - no owner?!?!\n");
267 if (p.flagcarried != e)
269 dprint("FLAG: drop - owner is not carrying this flag??\n");
272 bprint(p.netname, "^7 lost the ", e.netname, "\n");
275 UpdateFrags(penalty_receiver, -ctf_score_value("penalty_suicidedrop"));
277 UpdateFrags(p, -ctf_score_value("penalty_drop"));
278 PlayerScore_Add(p, SP_CTF_DROPS, +1);
279 ctf_captureshield_update(p, 0); // shield only
280 e.playerid = attacker.playerid;
281 e.ctf_droptime = time;
283 if(p.waypointsprite_attachedforcarrier)
285 WaypointSprite_Ping(p.waypointsprite_attachedforcarrier);
286 WaypointSprite_DetachCarrier(p);
290 bprint("\{1}^1Flag carrier had no flag sprite?!?\n");
291 backtrace("Flag carrier had no flag sprite?!?");
293 LogCTF("dropped", p.team, p);
294 sound (self, CHAN_TRIGGER, self.noise4, VOL_BASE, ATTN_NONE);
296 setattachment(e, world, "");
297 e.damageforcescale = cvar("g_balance_ctf_damageforcescale");
299 if (p.flagcarried == e)
300 p.flagcarried = world;
303 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
304 e.solid = SOLID_TRIGGER;
305 e.movetype = MOVETYPE_TOSS;
306 // setsize(e, '-16 -16 0', '16 16 74');
307 setorigin(e, p.origin - '0 0 24' + '0 0 37');
308 e.cnt = FLAG_DROPPED;
309 e.velocity = '0 0 300';
310 e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
312 trace_startsolid = FALSE;
313 tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
315 dprint("FLAG FALLTHROUGH will happen SOON\n");
320 if(self.delay > time)
322 self.delay = time + self.t_width;
323 if(self.nextthink > self.delay)
324 self.nextthink = self.delay;
326 self.frame = self.frame + 1;
327 if(self.frame > self.t_length)
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
354 if(self.speedrunning)
355 if(self.cnt == FLAG_CARRY)
358 if(flagcaptimerecord)
359 if(time >= self.flagpickuptime + flagcaptimerecord)
361 bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
363 self.owner.impulse = 77; // 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, CHAN_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);
403 if(cvar("g_ctf_allow_drop"))
405 DropFlag(self, e, world);
408 void flag_cap_ring_think()
410 self.nextthink = time + 0.05;
413 self.think = SUB_Remove;
417 self.scale = self.count / 30;
419 self.frame = self.count;
422 self.alpha = self.alpha-0.04;
425 void flag_cap_ring_spawn(vector org)
429 setmodel(e, "models/ctf/shockwavetransring.md3");
436 e.think = flag_cap_ring_think;
446 local string s, s0, h0, h1;
447 if (other.classname != "player")
449 if (other.health < 1) // ignore dead players
452 if (self.cnt == FLAG_CARRY)
455 if (self.cnt == FLAG_BASE)
456 if (other.team == self.team)
457 if (other.flagcarried) // he's got a flag
458 if (other.flagcarried.team != self.team) // capture
460 if (other.flagcarried == world)
464 if(cvar("g_ctf_captimerecord_allow_assisted") || player_count - currentbots <= 1) // at most one human
466 t = time - other.flagcarried.flagpickuptime;
467 s = ftos_decimals(t, 2);
468 s0 = ftos_decimals(flagcaptimerecord, 2);
469 h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
474 h0 = strcat(h0, "^7's"); // h0: display text for previous netname
475 if (flagcaptimerecord == 0)
477 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, " seconds\n");
478 flagcaptimerecord = t;
479 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
480 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
481 write_recordmarker(other, time - t, t);
483 else if (t < flagcaptimerecord)
485 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", breaking ", strcat(h0, " previous record of ", s0, " seconds\n"));
486 flagcaptimerecord = t;
487 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
488 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
489 write_recordmarker(other, time - t, t);
493 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", failing to break ", strcat(h0, " record of ", s0, " seconds\n"));
497 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, "\n");
499 PlayerTeamScore_Add(other, SP_CTF_CAPS, ST_CTF_CAPS, 1);
500 LogCTF("capture", other.flagcarried.team, other);
501 // give credit to the individual player
502 UpdateFrags(other, ctf_score_value("score_capture"));
504 if (cvar("g_ctf_flag_capture_effects")) {
505 if (other.team == COLOR_TEAM1) { // red team scores effect
506 pointparticles(particleeffectnum("red_ground_quake"), self.origin, '0 0 0', 1);
507 flag_cap_ring_spawn(self.origin);
509 if (other.team == COLOR_TEAM2) { // blue team scores effect
510 pointparticles(particleeffectnum("blue_ground_quake"), self.origin, '0 0 0', 1);
511 flag_cap_ring_spawn(self.origin);
515 sound (other, CHAN_AUTO, self.noise2, VOL_BASE, ATTN_NONE);
516 WaypointSprite_DetachCarrier(other);
517 if(self.speedrunning)
518 FakeTimeLimit(other, -1);
519 RegenFlag (other.flagcarried);
520 other.flagcarried = world;
521 other.next_take_time = time + 1;
523 if (self.cnt == FLAG_BASE)
524 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
525 if (other.team != self.team)
526 if (!other.flagcarried)
527 if (!other.ctf_captureshielded)
529 if (other.next_take_time > time)
532 if (cvar("g_ctf_flag_pickup_effects")) // pickup effect
533 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
536 self.flagpickuptime = time; // used for timing runs
537 self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
538 if(other.speedrunning)
539 if(flagcaptimerecord)
540 FakeTimeLimit(other, time + flagcaptimerecord);
541 self.solid = SOLID_NOT;
542 setorigin(self, self.origin); // relink
544 other.flagcarried = self;
545 self.cnt = FLAG_CARRY;
546 self.angles = '0 0 0';
547 bprint(other.netname, "^7 got the ", self.netname, "\n");
548 UpdateFrags(other, ctf_score_value("score_pickup_base"));
549 self.dropperid = other.playerid;
550 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
551 LogCTF("steal", self.team, other);
552 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
554 FOR_EACH_PLAYER(player)
555 if(player.team == self.team)
556 centerprint(player, "The enemy got your flag! Retrieve it!");
558 self.movetype = MOVETYPE_NONE;
559 setorigin(self, FLAG_CARRY_POS);
560 setattachment(self, other, "");
561 WaypointSprite_AttachCarrier("flagcarrier", other);
562 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
563 WaypointSprite_Ping(self.sprite);
568 if (self.cnt == FLAG_DROPPED)
570 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
571 if (other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
574 bprint(other.netname, "^7 returned the ", self.netname, "\n");
576 // punish the player who last had it
577 FOR_EACH_PLAYER(player)
578 if(player.playerid == self.dropperid)
580 PlayerScore_Add(player, SP_SCORE, -ctf_score_value("penalty_returned"));
581 ctf_captureshield_update(player, 0); // shield only
584 // punish the team who was last carrying it
585 if(self.team == COLOR_TEAM1)
586 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, -ctf_score_value("penalty_returned"));
588 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, -ctf_score_value("penalty_returned"));
590 // reward the player who returned it
591 if(other.playerid == self.playerid) // is this the guy who killed the FC last?
593 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
594 UpdateFrags(other, ctf_score_value("score_return_by_killer"));
596 UpdateFrags(other, ctf_score_value("score_return_rogue_by_killer"));
600 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
601 UpdateFrags(other, ctf_score_value("score_return"));
603 UpdateFrags(other, ctf_score_value("score_return_rogue"));
605 PlayerScore_Add(other, SP_CTF_RETURNS, 1);
606 LogCTF("return", self.team, other);
607 sound (other, CHAN_AUTO, self.noise1, VOL_BASE, ATTN_NONE);
610 else if (!other.flagcarried && (other.playerid != self.dropperid || time > self.ctf_droptime + cvar("g_balance_ctf_delay_collect")))
612 if (cvar("g_ctf_flag_pickup_effects")) // field pickup effect
613 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
616 self.solid = SOLID_NOT;
617 setorigin(self, self.origin); // relink
619 other.flagcarried = self;
620 self.cnt = FLAG_CARRY;
621 bprint(other.netname, "^7 picked up the ", self.netname, "\n");
624 f = bound(0, (self.pain_finished - time) / cvar("g_ctf_flag_returntime"), 1);
625 //print("factor is ", ftos(f), "\n");
626 f = ctf_score_value("score_pickup_dropped_late") * (1-f)
627 + ctf_score_value("score_pickup_dropped_early") * f;
629 self.dropperid = other.playerid;
630 //print("score is ", ftos(f), "\n");
632 UpdateFrags(other, f);
633 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
634 LogCTF("pickup", self.team, other);
635 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
637 FOR_EACH_PLAYER(player)
638 if(player.team == self.team)
639 centerprint(player, "The enemy got your flag! Retrieve it!");
641 self.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
642 setorigin(self, FLAG_CARRY_POS);
643 setattachment(self, other, "");
644 self.damageforcescale = 0;
645 WaypointSprite_AttachCarrier("flagcarrier", other);
646 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
651 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
652 CTF Starting point for a player
657 viewing angle when spawning
659 void spawnfunc_info_player_team1()
666 self.team = COLOR_TEAM1; // red
667 spawnfunc_info_player_deathmatch();
669 //self.team = 4;self.classname = "info_player_start";spawnfunc_info_player_start();};
671 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
672 CTF Starting point for a player in
677 viewing angle when spawning
679 void spawnfunc_info_player_team2()
686 self.team = COLOR_TEAM2; // blue
687 spawnfunc_info_player_deathmatch();
689 //self.team = 13;self.classname = "info_player_start";spawnfunc_info_player_start();};
691 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
692 CTF Starting point for a player in
697 viewing angle when spawning
699 void spawnfunc_info_player_team3()
706 self.team = COLOR_TEAM3; // yellow
707 spawnfunc_info_player_deathmatch();
711 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
712 CTF Starting point for a player in
717 viewing angle when spawning
719 void spawnfunc_info_player_team4()
726 self.team = COLOR_TEAM4; // purple
727 spawnfunc_info_player_deathmatch();
730 void item_flag_reset()
732 DropFlag(self, world, world);
736 void item_flag_postspawn()
737 { // Check CTF Item Flag Post Spawn
739 // Flag Glow Trail Support
740 if(cvar("g_ctf_flag_glowtrails"))
741 { // Provide Flag Glow Trail
742 if(self.team == COLOR_TEAM1)
744 self.glow_color = 251;
746 if(self.team == COLOR_TEAM2)
748 self.glow_color = 210;
755 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
756 CTF flag for team one (Red).
757 Multiple are allowed.
761 Angle the flag will point
764 model to use, note this needs red and blue as skins 0 and 1
765 (default models/ctf/flag.md3)
767 sound played when flag is picked up
768 (default ctf/take.wav)
770 sound played when flag is returned by a teammate
771 (default ctf/return.wav)
773 sound played when flag is captured
774 (default ctf/redcapture.wav)
776 sound played when flag is lost in the field and respawns itself
777 (default ctf/respawn.wav)
780 void spawnfunc_item_flag_team1()
788 //if(!cvar("teamplay"))
789 // cvar_set("teamplay", "3");
791 // link flag into ctf_worldflaglist
792 self.ctf_worldflagnext = ctf_worldflaglist;
793 ctf_worldflaglist = self;
795 self.classname = "item_flag_team";
798 self.team = COLOR_TEAM2; // color 13 team (blue)
799 self.items = IT_KEY1; // silver key (bluish enough)
803 self.team = COLOR_TEAM1; // color 4 team (red)
804 self.items = IT_KEY2; // gold key (redish enough)
806 self.netname = "^1RED^7 flag";
807 self.target = "###item###";
808 self.skin = cvar("g_ctf_flag_red_skin");
809 if(self.spawnflags & 1)
812 self.model = cvar_string("g_ctf_flag_red_model");
814 self.noise = "ctf/red_taken.wav";
816 self.noise1 = "ctf/red_returned.wav";
818 self.noise2 = "ctf/red_capture.wav"; // blue team scores by capturing the red flag
820 self.noise3 = "ctf/flag_respawn.wav";
822 self.noise4 = "ctf/red_dropped.wav";
823 precache_model (self.model);
824 setmodel (self, self.model); // precision set below
825 precache_sound (self.noise);
826 precache_sound (self.noise1);
827 precache_sound (self.noise2);
828 precache_sound (self.noise3);
829 precache_sound (self.noise4);
830 //setsize(self, '-16 -16 -37', '16 16 37');
831 setsize(self, FLAG_MIN, FLAG_MAX);
832 setorigin(self, self.origin + '0 0 37');
833 self.nextthink = time + 0.2; // start after doors etc
834 self.think = place_flag;
838 //if(!self.glow_size)
839 // self.glow_size = 50;
841 self.effects = self.effects | EF_LOWPRECISION;
842 if(cvar("g_ctf_fullbrightflags"))
843 self.effects |= EF_FULLBRIGHT;
844 if(cvar("g_ctf_dynamiclights"))
845 self.effects |= EF_RED;
848 item_flag_postspawn();
850 waypoint_spawnforitem(self);
852 WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37', self, sprite);
853 WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM1 - 1, FALSE));
855 precache_model("models/ctf/shield.md3");
856 precache_model("models/ctf/shockwavetransring.md3");
858 self.reset = item_flag_reset;
861 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
862 CTF flag for team two (Blue).
863 Multiple are allowed.
867 Angle the flag will point
870 model to use, note this needs red and blue as skins 0 and 1
871 (default models/ctf/flag.md3)
873 sound played when flag is picked up
874 (default ctf/take.wav)
876 sound played when flag is returned by a teammate
877 (default ctf/return.wav)
879 sound played when flag is captured
880 (default ctf/bluecapture.wav)
882 sound played when flag is lost in the field and respawns itself
883 (default ctf/respawn.wav)
886 void spawnfunc_item_flag_team2()
893 //if(!cvar("teamplay"))
894 // cvar_set("teamplay", "3");
896 // link flag into ctf_worldflaglist
897 self.ctf_worldflagnext = ctf_worldflaglist;
898 ctf_worldflaglist = self;
900 self.classname = "item_flag_team";
903 self.team = COLOR_TEAM1; // color 4 team (red)
904 self.items = IT_KEY2; // gold key (redish enough)
908 self.team = COLOR_TEAM2; // color 13 team (blue)
909 self.items = IT_KEY1; // silver key (bluish enough)
911 self.netname = "^4BLUE^7 flag";
912 self.target = "###item###";
913 self.skin = cvar("g_ctf_flag_blue_skin");
914 if(self.spawnflags & 1)
917 self.model = cvar_string("g_ctf_flag_blue_model");
919 self.noise = "ctf/blue_taken.wav";
921 self.noise1 = "ctf/blue_returned.wav";
923 self.noise2 = "ctf/blue_capture.wav"; // blue team scores by capturing the red flag
925 self.noise3 = "ctf/flag_respawn.wav";
927 self.noise4 = "ctf/blue_dropped.wav";
928 precache_model (self.model);
929 setmodel (self, self.model); // precision set below
930 precache_sound (self.noise);
931 precache_sound (self.noise1);
932 precache_sound (self.noise2);
933 precache_sound (self.noise3);
934 precache_sound (self.noise4);
935 //setsize(self, '-16 -16 -37', '16 16 37');
936 setsize(self, FLAG_MIN, FLAG_MAX);
937 setorigin(self, self.origin + '0 0 37');
938 self.nextthink = time + 0.2; // start after doors etc
939 self.think = place_flag;
943 //if(!self.glow_size)
944 // self.glow_size = 50;
946 self.effects = self.effects | EF_LOWPRECISION;
947 if(cvar("g_ctf_fullbrightflags"))
948 self.effects |= EF_FULLBRIGHT;
949 if(cvar("g_ctf_dynamiclights"))
950 self.effects |= EF_BLUE;
953 item_flag_postspawn();
955 waypoint_spawnforitem(self);
957 WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37', self, sprite);
958 WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM2 - 1, FALSE));
960 precache_model("models/ctf/shield.md3");
962 self.reset = item_flag_reset;
966 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
967 Team declaration for CTF gameplay, this allows you to decide what team
968 names and control point models are used in your map.
970 Note: If you use spawnfunc_ctf_team entities you must define at least 2! However, unlike
971 domination, you don't need to make a blank one too.
975 Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
977 Scoreboard color of the team (for example 4 is red and 13 is blue)
981 void spawnfunc_ctf_team()
988 self.classname = "ctf_team";
989 self.team = self.cnt + 1;
992 // code from here on is just to support maps that don't have control point and team entities
993 void ctf_spawnteam (string teamname, float teamcolor)
995 local entity oldself;
998 self.classname = "ctf_team";
999 self.netname = teamname;
1000 self.cnt = teamcolor;
1002 spawnfunc_ctf_team();
1007 // spawn some default teams if the map is not set up for ctf
1008 void ctf_spawnteams()
1012 numteams = 2;//cvar("g_ctf_default_teams");
1014 ctf_spawnteam("Red", COLOR_TEAM1 - 1);
1015 ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
1018 void ctf_delayedinit()
1020 // if no teams are found, spawn defaults
1021 if (find(world, classname, "ctf_team") == world)
1029 InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
1030 flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1032 captureshield_min_negscore = cvar("g_ctf_shield_min_negscore");
1033 captureshield_max_ratio = cvar("g_ctf_shield_max_ratio");
1034 captureshield_force = cvar("g_ctf_shield_force");
1037 void ctf_setstatus2(entity flag, float shift)
1039 if (flag.cnt == FLAG_CARRY)
1040 if (flag.owner == self)
1041 self.items |= shift * 3;
1043 self.items |= shift * 1;
1044 else if (flag.cnt == FLAG_DROPPED)
1045 self.items |= shift * 2;
1052 void ctf_setstatus()
1054 self.items &~= IT_RED_FLAG_TAKEN;
1055 self.items &~= IT_RED_FLAG_LOST;
1056 self.items &~= IT_BLUE_FLAG_TAKEN;
1057 self.items &~= IT_BLUE_FLAG_LOST;
1058 self.items &~= IT_CTF_SHIELDED;
1062 float redflags, blueflags;
1064 if(self.ctf_captureshielded)
1065 self.items |= IT_CTF_SHIELDED;
1070 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
1072 if(flag.items & IT_KEY2) // blue
1074 else if(flag.items & IT_KEY1) // red
1078 // blinking magic: if there is more than one flag, show one of these in a clever way
1080 redflags = mod(floor(time * redflags * 0.75), redflags);
1082 blueflags = mod(floor(time * blueflags * 0.75), blueflags);
1084 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
1086 if(flag.items & IT_KEY2) // blue
1088 if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times)
1089 ctf_setstatus2(flag, IT_RED_FLAG_TAKEN);
1091 else if(flag.items & IT_KEY1) // red
1093 if(--blueflags == -1) // happens exactly once
1094 ctf_setstatus2(flag, IT_BLUE_FLAG_TAKEN);
1100 entity(float cteam) ctf_team_has_commander =
1103 if(cteam != COLOR_TEAM1 || cteam != COLOR_TEAM2)
1106 FOR_EACH_REALPLAYER(pl) {
1107 if(pl.team == cteam && pl.iscommander) {
1114 void(entity e, float st) ctf_setstate =
1120 void(float cteam) ctf_new_commander =
1125 FOR_EACH_REALPLAYER(pl) {
1126 if(pl.team == cteam) {
1127 if(pl.iscommander) { // don't reassign if alreay there
1130 if(plmax == world || plmax.frags < pl.frags) <<<<<<<<<<<<<<<<< BROKEN in new scoring system
1134 if(plmax == world) {
1135 bprint(strcat(ColoredTeamName(cteam), " Team has no Commander!\n"));
1139 plmax.iscommander = TRUE;
1140 ctf_setstate(plmax, 3);
1141 sprint(plmax, "^3You're the commander now!\n");
1142 centerprint(plmax, "^3You're the commander now!\n");
1145 void() ctf_clientconnect =
1147 self.iscommander = FALSE;
1149 if(!self.team || self.classname != "player") {
1150 ctf_setstate(self, -1);
1152 ctf_setstate(self, 0);
1154 self.team_saved = self.team;
1156 if(self.team != 0 && self.classname == "player" && !ctf_team_has_commander(self.team)) {
1157 ctf_new_commander(self.team);
1161 void() ctf_playerchanged =
1163 if(!self.team || self.classname != "player") {
1164 ctf_setstate(self, -1);
1165 } else if(self.ctf_state < 0 && self.classname == "player") {
1166 ctf_setstate(self, 0);
1169 if(self.iscommander &&
1170 (self.classname != "player" || self.team != self.team_saved)
1173 self.iscommander = FALSE;
1174 if(self.classname == "player")
1175 ctf_setstate(self, 0);
1177 ctf_setstate(self, -1);
1178 ctf_new_commander(self.team_saved);
1181 self.team_saved = self.team;
1183 ctf_new_commander(self.team);
1186 void() ctf_clientdisconnect =
1188 if(self.iscommander)
1190 ctf_new_commander(self.team);
1194 entity GetPlayer(string);
1195 float() ctf_clientcommand =
1198 if(argv(0) == "order") {
1200 sprint(self, "This command is not supported in this gamemode.\n");
1203 if(!self.iscommander) {
1204 sprint(self, "^1You are not the commander!\n");
1208 sprint(self, "Usage: order #player status - (playernumber as in status)\n");
1211 e = GetPlayer(argv(1));
1213 sprint(self, "Invalid player.\nUsage: order #player status - (playernumber as in status)\n");
1216 if(e.team != self.team) {
1217 sprint(self, "^3You can only give orders to your own team!\n");
1220 if(argv(2) == "attack") {
1221 sprint(self, strcat("Ordering ", e.netname, " to attack!\n"));
1222 sprint(e, "^1Attack!\n");
1223 centerprint(e, "^7You've been ordered to^9\n^1Attack!\n");
1225 } else if(argv(2) == "defend") {
1226 sprint(self, strcat("Ordering ", e.netname, " to defend!\n"));
1227 sprint(e, "^Defend!\n");
1228 centerprint(e, "^7You've been ordered to^9\n^2Defend!\n");
1231 sprint(self, "^7Invalid command, use ^3attack^7, or ^3defend^7.\n");