2 .float next_take_time; // the next time a player can pick up a flag (time + blah)
3 /// I used this, in part, to fix the looping score bug. - avirox
5 //float FLAGSCORE_PICKUP = 1;
6 //float FLAGSCORE_RETURN = 5; // returned by owner team
7 //float FLAGSCORE_RETURNROGUE = 10; // returned by rogue team
8 //float FLAGSCORE_CAPTURE = 5;
9 //float FLAGSCORE_CAPTURE_TEAM = 20;
11 #define FLAG_CARRY_POS '-15 0 7'
19 self.t_width = 0.1; // frame animation rate
21 self.t_length = 119; // maximum frame
23 setattachment(self, world, "");
24 self.mdl = self.model;
26 self.solid = SOLID_TRIGGER;
27 self.movetype = MOVETYPE_TOSS;
28 self.velocity = '0 0 0';
29 self.origin_z = self.origin_z + 6;
30 self.think = FlagThink;
31 self.touch = FlagTouch;
32 self.nextthink = time + 0.1;
34 self.mangle = self.angles;
35 //self.effects = self.effects | EF_DIMLIGHT;
36 if (!droptofloor(0, 0))
38 dprint("Flag fell out of level at ", vtos(self.origin), "\n");
42 self.oldorigin = self.origin;
45 void LogCTF(string mode, float flagteam, entity actor)
48 if(!cvar("sv_eventlog"))
50 s = strcat(":ctf:", mode);
51 s = strcat(s, ":", ftos(flagteam));
53 s = strcat(s, ":", ftos(actor.playerid));
54 GameLogEcho(s, FALSE);
57 void(entity e) RegenFlag =
59 setattachment(e, world, "");
60 e.movetype = MOVETYPE_TOSS;
61 e.solid = SOLID_TRIGGER;
62 // TODO: play a sound here
63 setorigin(e, e.oldorigin);
67 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
70 void(entity e) ReturnFlag =
73 if (e.owner.flagcarried == e)
74 e.owner.flagcarried = world;
79 void(entity e) DropFlag =
85 dprint("FLAG: drop - no owner?!?!\n");
89 if (p.flagcarried != e)
91 dprint("FLAG: drop - owner is not carrying this flag??\n");
94 bprint(strcat(p.netname, "^7 lost the ", e.netname, "\n"));
96 setattachment(e, world, "");
98 if (p.flagcarried == e)
99 p.flagcarried = world;
102 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
103 e.solid = SOLID_TRIGGER;
104 e.movetype = MOVETYPE_TOSS;
105 // setsize(e, '-16 -16 0', '16 16 74');
106 setorigin(e, p.origin - '0 0 24');
107 e.cnt = FLAG_DROPPED;
108 e.velocity = '0 0 300';
109 e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
114 if(self.delay > time)
116 self.delay = time + self.t_width;
117 if(self.nextthink > self.delay)
118 self.nextthink = self.delay;
120 self.frame = self.frame + 1;
121 if(self.frame > self.t_length)
131 self.nextthink = time + 0.1;
135 if (self.cnt == FLAG_BASE)
138 if (self.cnt == FLAG_DROPPED)
140 setattachment(self, world, "");
141 if (time > self.pain_finished)
143 bprint(strcat("The ", self.netname, " has returned to base\n"));
144 sound (e, CHAN_AUTO, self.noise3, 1, ATTN_NONE);
145 LogCTF("returned", self.team, world);
152 if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
155 LogCTF("dropped", self.team, e);
160 float flagcaptimerecord;
161 .float flagpickuptime;
170 if (other.classname != "player")
172 if (other.health < 1) // ignore dead players
175 if (self.cnt == FLAG_CARRY)
178 if (self.cnt == FLAG_BASE)
179 if (other.team == self.team)
180 if (other.flagcarried) // he's got a flag
181 if (other.flagcarried.team != self.team) // capture
183 if (other.flagcarried == world)
187 t = time - other.flagcarried.flagpickuptime;
188 if (flagcaptimerecord == 0)
190 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", ftos(t), " seconds\n");
191 flagcaptimerecord = t;
193 else if (t < flagcaptimerecord)
195 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", ftos(t), ", breaking the previous record of ", ftos(flagcaptimerecord), " seconds\n");
196 flagcaptimerecord = t;
200 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", ftos(t), ", failing to break the previous record of ", ftos(flagcaptimerecord), " seconds\n");
203 LogCTF("capture", other.flagcarried.team, other);
204 // give credit to the individual player
205 other.frags = other.frags + cvar("g_ctf_flagscore_capture");//FLAGSCORE_CAPTURE;
206 // give credit to all players of the team (rewards large teams)
207 // NOTE: this defaults to 0
208 head = find(head, classname, "player");
211 if (head.team == self.team)
212 head.frags = head.frags + cvar("g_ctf_flagscore_capture_team");//FLAGSCORE_CAPTURE_TEAM;
213 head = find(head, classname, "player");
215 sound (self, CHAN_AUTO, self.noise2, 1, ATTN_NONE);
216 RegenFlag (other.flagcarried);
217 other.flagcarried = world;
218 other.next_take_time = time + 1;
220 if (self.cnt == FLAG_BASE)
221 if (other.team == 5 || other.team == 14) // only red and blue team can steal flags
222 if (other.team != self.team)
223 if (!other.flagcarried)
225 if (other.next_take_time > time)
228 self.flagpickuptime = time; // used for timing runs
229 self.solid = SOLID_NOT;
230 setorigin(self, self.origin); // relink
232 other.flagcarried = self;
233 self.cnt = FLAG_CARRY;
234 bprint(other.netname, "^7 got the ", self.netname, "\n");
235 other.frags = other.frags + cvar("g_ctf_flagscore_pickup");//FLAGSCORE_PICKUP;
236 LogCTF("steal", self.team, other);
237 sound (self, CHAN_AUTO, self.noise, 1, ATTN_NONE);
239 player = find(world, classname, "player");
241 if(player.team == self.team) centermsg_setfor(player, CENTERMSG_CTF, "The enemy got your flag! Retrieve it!");
242 player = find(player, classname, "player");
245 self.movetype = MOVETYPE_NONE;
246 setorigin(self, FLAG_CARRY_POS);
247 setattachment(self, other, "");
252 if (self.cnt == FLAG_DROPPED)
254 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
255 if (other.team == self.team || (other.team != 5 && other.team != 14))
258 bprint(other.netname, "^7 returned the ", self.netname, "\n");
259 if (other.team == 5 || other.team == 14)
260 other.frags = other.frags + cvar("g_ctf_flagscore_return");//FLAGSCORE_RETURN;
262 other.frags = other.frags + cvar("g_ctf_flagscore_return_rogue");//FLAGSCORE_RETURNROGUE;
263 LogCTF("return", self.team, other);
264 sound (self, CHAN_AUTO, self.noise1, 1, ATTN_NONE);
267 else if (!other.flagcarried)
270 self.solid = SOLID_NOT;
271 setorigin(self, self.origin); // relink
273 other.flagcarried = self;
274 self.cnt = FLAG_CARRY;
275 bprint(other.netname, "^7 picked up the ", self.netname, "\n");
276 other.frags = other.frags + cvar("g_ctf_flagscore_pickup");//FLAGSCORE_PICKUP;
277 LogCTF("pickup", self.team, other);
278 sound (self, CHAN_AUTO, self.noise, 1, ATTN_NONE);
280 player = find(world, classname, "player");
282 if(player.team == self.team) centermsg_setfor(player, CENTERMSG_CTF, "The enemy got your flag! Retrieve it!");
283 player = find(player, classname, "player");
285 self.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
286 setorigin(self, FLAG_CARRY_POS);
287 setattachment(self, other, "");
292 /*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
293 CTF Starting point for a player
298 viewing angle when spawning
300 void() info_player_team1 =
302 self.classname = "info_player_deathmatch";
303 self.team = 5; // red
304 relocate_spawnpoint();
306 //self.team = 4;self.classname = "info_player_start";info_player_start();};
308 /*QUAKED info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
309 CTF Starting point for a player in
314 viewing angle when spawning
316 void() info_player_team2 =
318 self.classname = "info_player_deathmatch";
319 self.team = 14; // blue
320 relocate_spawnpoint();
322 //self.team = 13;self.classname = "info_player_start";info_player_start();};
324 /*QUAKED info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
325 CTF Starting point for a player in
326 team three (Magenta).
330 viewing angle when spawning
332 void() info_player_team3 =
334 self.classname = "info_player_deathmatch";
335 self.team = 10; // purple
336 relocate_spawnpoint();
340 /*QUAKED info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
341 CTF Starting point for a player in
346 viewing angle when spawning
348 void() info_player_team4 =
350 self.classname = "info_player_deathmatch";
351 self.team = 13; // yellow
352 relocate_spawnpoint();
358 /*QUAKED item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
359 CTF flag for team one (Red).
360 Multiple are allowed.
364 Angle the flag will point
367 model to use, note this needs red and blue as skins 0 and 1
368 (default models/ctf/flag.md3)
370 sound played when flag is picked up
371 (default ctf/take.wav)
373 sound played when flag is returned by a teammate
374 (default ctf/return.wav)
376 sound played when flag is captured
377 (default ctf/capture.wav)
379 sound played when flag is lost in the field and respawns itself
380 (default ctf/respawn.wav)
383 void() item_flag_team1 =
387 //if(!cvar("teamplay"))
388 // cvar_set("teamplay", "3");
390 self.team = 5; // color 4 team (red)
391 self.items = IT_KEY2; // gold key (redish enough)
392 self.netname = "^1RED^7 flag";
393 self.target = "###item###";
396 self.model = "models/ctf/flag_red.md3";
398 self.noise = "ctf/take.wav";
400 self.noise1 = "ctf/return.wav";
402 self.noise2 = "ctf/capture.wav";
404 self.noise3 = "ctf/respawn.wav";
405 precache_model (self.model);
406 setmodel (self, self.model);
407 precache_sound (self.noise);
408 precache_sound (self.noise1);
409 precache_sound (self.noise2);
410 precache_sound (self.noise3);
411 setsize(self, '-16 -16 -37', '16 16 37');
412 setorigin(self, self.origin + '0 0 37');
413 self.nextthink = time + 0.2; // start after doors etc
414 self.think = place_flag;
418 //if(!self.glow_size)
419 // self.glow_size = 50;
421 self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
424 /*QUAKED item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
425 CTF flag for team two (Blue).
426 Multiple are allowed.
430 Angle the flag will point
435 void() item_flag_team2 =
439 //if(!cvar("teamplay"))
440 // cvar_set("teamplay", "3");
442 self.team = 14; // color 13 team (blue)
443 self.items = IT_KEY1; // silver key (bluish enough)
444 self.netname = "^4BLUE^7 flag";
445 self.target = "###item###";
448 self.model = "models/ctf/flag_blue.md3";
450 self.noise = "ctf/take.wav";
452 self.noise1 = "ctf/return.wav";
454 self.noise2 = "ctf/capture.wav";
456 self.noise3 = "ctf/respawn.wav";
457 precache_model (self.model);
458 setmodel (self, self.model);
459 precache_sound (self.noise);
460 precache_sound (self.noise1);
461 precache_sound (self.noise2);
462 precache_sound (self.noise3);
463 setsize(self, '-16 -16 -37', '16 16 37');
464 setorigin(self, self.origin + '0 0 37');
465 self.nextthink = time + 0.2; // start after doors etc
466 self.think = place_flag;
470 //if(!self.glow_size)
471 // self.glow_size = 50;
473 self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
477 /*QUAKED ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
478 Team declaration for CTF gameplay, this allows you to decide what team
479 names and control point models are used in your map.
481 Note: If you use ctf_team entities you must define at least 2! However, unlike
482 domination, you don't need to make a blank one too.
486 Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
488 Scoreboard color of the team (for example 4 is red and 13 is blue)
494 self.classname = "ctf_team";
495 self.team = self.cnt + 1;
498 // code from here on is just to support maps that don't have control point and team entities
499 void ctf_spawnteam (string teamname, float teamcolor)
501 local entity oldself;
504 self.classname = "ctf_team";
505 self.netname = teamname;
506 self.cnt = teamcolor;
513 // spawn some default teams if the map is not set up for ctf
514 void() ctf_spawnteams =
518 numteams = 2;//cvar("g_ctf_default_teams");
520 ctf_spawnteam("Red", 4);
521 ctf_spawnteam("Blue", 13);
524 void() ctf_delayedinit =
526 self.think = SUB_Remove;
527 self.nextthink = time;
528 // if no teams are found, spawn defaults
529 if (find(world, classname, "ctf_team") == world)
537 e.think = ctf_delayedinit;
538 e.nextthink = time + 0.1;
541 void(entity flag) ctf_setstatus2 =
545 if (flag.team == 5) shift = IT_RED_FLAG_TAKEN;
546 else if (flag.team == 14) shift = IT_BLUE_FLAG_TAKEN;
550 if (flag.cnt == FLAG_CARRY)
551 if (flag.owner == self) status = 3;
553 else if (flag.cnt == FLAG_DROPPED) status = 2;
556 self.items = self.items | (shift * status);
560 void() ctf_setstatus =
562 self.items = self.items - (self.items & IT_RED_FLAG_TAKEN);
563 self.items = self.items - (self.items & IT_RED_FLAG_LOST);
564 self.items = self.items - (self.items & IT_BLUE_FLAG_TAKEN);
565 self.items = self.items - (self.items & IT_BLUE_FLAG_LOST);
569 flag = find(world, classname, "item_flag_team1");
570 ctf_setstatus2(flag);
571 flag = find(world, classname, "item_flag_team2");
572 ctf_setstatus2(flag);