2 entity ctf_worldflaglist; // CTF flags in the map
3 .entity ctf_worldflagnext;
5 .float next_take_time; // the next time a player can pick up a flag (time + blah)
6 /// I used this, in part, to fix the looping score bug. - avirox
7 //float FLAGSCORE_PICKUP = 1;
8 //float FLAGSCORE_RETURN = 5; // returned by owner team
9 //float FLAGSCORE_RETURNROGUE = 10; // returned by rogue team
10 //float FLAGSCORE_CAPTURE = 5;
12 #define FLAG_CARRY_POS '-15 0 7'
14 void FakeTimeLimit(entity e, float t)
17 WriteByte(MSG_ONE, 3); // svc_updatestat
18 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
20 WriteCoord(MSG_ONE, cvar("timelimit"));
22 WriteCoord(MSG_ONE, (t + 1) / 60);
25 float flagcaptimerecord;
26 .float flagpickuptime;
36 self.t_width = 0.1; // frame animation rate
38 self.t_length = 119; // maximum frame
40 setattachment(self, world, "");
41 self.mdl = self.model;
43 self.solid = SOLID_TRIGGER;
44 self.movetype = MOVETYPE_NONE;
45 self.velocity = '0 0 0';
46 self.origin_z = self.origin_z + 6;
47 self.think = FlagThink;
48 self.touch = FlagTouch;
49 self.nextthink = time + 0.1;
51 self.mangle = self.angles;
52 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
53 //self.effects = self.effects | EF_DIMLIGHT;
56 self.dropped_origin = self.origin;
61 self.movetype = MOVETYPE_TOSS;
65 void LogCTF(string mode, float flagteam, entity actor)
68 if(!cvar("sv_eventlog"))
70 s = strcat(":ctf:", mode);
71 s = strcat(s, ":", ftos(flagteam));
73 s = strcat(s, ":", ftos(actor.playerid));
77 void RegenFlag(entity e)
79 setattachment(e, world, "");
80 e.damageforcescale = 0;
81 e.movetype = MOVETYPE_NONE;
83 e.movetype = MOVETYPE_TOSS;
84 e.solid = SOLID_TRIGGER;
85 // TODO: play a sound here
86 setorigin(e, e.dropped_origin);
90 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
93 void ReturnFlag(entity e)
96 if (e.owner.flagcarried == e)
98 WaypointSprite_DetachCarrier(e.owner);
99 e.owner.flagcarried = world;
102 FakeTimeLimit(e.owner, -1);
108 void DropFlag(entity e, entity penalty_receiver, entity attacker)
120 dprint("FLAG: drop - no owner?!?!\n");
124 if (p.flagcarried != e)
126 dprint("FLAG: drop - owner is not carrying this flag??\n");
129 bprint(p.netname, "^7 lost the ", e.netname, "\n");
132 UpdateFrags(penalty_receiver, -cvar("g_ctf_flagpenalty_suicidedrop"));
134 UpdateFrags(p, -cvar("g_ctf_flagpenalty_drop"));
135 PlayerScore_Add(p, SP_CTF_DROPS, +1);
136 e.playerid = attacker.playerid;
138 WaypointSprite_Ping(p.waypointsprite_attachedforcarrier);
139 WaypointSprite_DetachCarrier(p);
140 LogCTF("dropped", p.team, p);
142 setattachment(e, world, "");
143 e.damageforcescale = cvar("g_balance_ctf_damageforcescale");
145 if (p.flagcarried == e)
146 p.flagcarried = world;
149 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
150 e.solid = SOLID_TRIGGER;
151 e.movetype = MOVETYPE_TOSS;
152 // setsize(e, '-16 -16 0', '16 16 74');
153 setorigin(e, p.origin - '0 0 24' + '0 0 37');
154 e.cnt = FLAG_DROPPED;
155 e.velocity = '0 0 300';
156 e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
158 trace_startsolid = FALSE;
159 tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
161 dprint("FLAG FALLTHROUGH will happen SOON\n");
166 if(self.delay > time)
168 self.delay = time + self.t_width;
169 if(self.nextthink > self.delay)
170 self.nextthink = self.delay;
172 self.frame = self.frame + 1;
173 if(self.frame > self.t_length)
181 self.nextthink = time + 0.1;
185 if(self.speedrunning)
186 if(self.cnt == FLAG_CARRY)
189 if(flagcaptimerecord)
190 if(time >= self.flagpickuptime + flagcaptimerecord)
192 bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
194 self.owner.impulse = 77; // returning!
204 if (self.cnt == FLAG_BASE)
207 if (self.cnt == FLAG_DROPPED)
209 // flag fallthrough? FIXME remove this if bug is really fixed now
210 if(self.origin_z < -131072)
212 dprint("FLAG FALLTHROUGH just happened\n");
213 self.pain_finished = 0;
215 setattachment(self, world, "");
216 if (time > self.pain_finished)
218 bprint("The ", self.netname, " has returned to base\n");
219 sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
220 LogCTF("returned", self.team, world);
227 if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
229 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
230 DropFlag(self, world, world);
241 local string s, s0, h0, h1;
242 if (other.classname != "player")
244 if (other.health < 1) // ignore dead players
247 if (self.cnt == FLAG_CARRY)
250 if (self.cnt == FLAG_BASE)
251 if (other.team == self.team)
252 if (other.flagcarried) // he's got a flag
253 if (other.flagcarried.team != self.team) // capture
255 if (other.flagcarried == world)
259 t = time - other.flagcarried.flagpickuptime;
260 s = ftos_decimals(t, 2);
261 s0 = ftos_decimals(flagcaptimerecord, 2);
262 h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
267 h0 = strcat(h0, "^7's"); // h0: display text for previous netname
268 if (flagcaptimerecord == 0)
270 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, " seconds\n");
271 flagcaptimerecord = t;
272 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
273 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
274 GameLogEcho(strcat(":recordset:", ftos(other.playerid), ":", ftos(t)));
276 else if (t < flagcaptimerecord)
278 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", breaking ", strcat(h0, " previous record of ", s0, " seconds\n"));
279 flagcaptimerecord = t;
280 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
281 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
282 GameLogEcho(strcat(":recordset:", ftos(other.playerid), ":", ftos(t)));
286 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", failing to break ", strcat(h0, " record of ", s0, " seconds\n"));
289 PlayerTeamScore_Add(other, SP_CTF_CAPS, ST_CTF_CAPS, 1);
290 LogCTF("capture", other.flagcarried.team, other);
291 // give credit to the individual player
292 UpdateFrags(other, cvar("g_ctf_flagscore_capture"));
294 sound (other, CHAN_AUTO, self.noise2, VOL_BASE, ATTN_NONE);
295 WaypointSprite_DetachCarrier(other);
296 if(self.speedrunning)
297 FakeTimeLimit(other, -1);
298 RegenFlag (other.flagcarried);
299 other.flagcarried = world;
300 other.next_take_time = time + 1;
302 if (self.cnt == FLAG_BASE)
303 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
304 if (other.team != self.team)
305 if (!other.flagcarried)
307 if (other.next_take_time > time)
310 self.flagpickuptime = time; // used for timing runs
311 self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
312 if(other.speedrunning)
313 if(flagcaptimerecord)
314 FakeTimeLimit(other, time + flagcaptimerecord);
315 self.solid = SOLID_NOT;
316 setorigin(self, self.origin); // relink
318 other.flagcarried = self;
319 self.cnt = FLAG_CARRY;
320 self.angles = '0 0 0';
321 bprint(other.netname, "^7 got the ", self.netname, "\n");
322 UpdateFrags(other, cvar("g_ctf_flagscore_pickup_base"));
323 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
324 LogCTF("steal", self.team, other);
325 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
327 FOR_EACH_PLAYER(player)
328 if(player.team == self.team)
329 centerprint(player, "The enemy got your flag! Retrieve it!");
331 self.movetype = MOVETYPE_NONE;
332 setorigin(self, FLAG_CARRY_POS);
333 setattachment(self, other, "");
334 WaypointSprite_AttachCarrier("flagcarrier", other);
335 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
336 WaypointSprite_Ping(self.sprite);
341 if (self.cnt == FLAG_DROPPED)
343 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
344 if (other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
347 bprint(other.netname, "^7 returned the ", self.netname, "\n");
349 // punish the player who last had it
350 FOR_EACH_PLAYER(player)
351 if(player.playerid == self.playerid)
352 PlayerScore_Add(player, SP_SCORE, -cvar("g_ctf_flagpenalty_returned"));
354 // punish the team who was last carrying it
355 if(self.team == COLOR_TEAM1)
356 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, -cvar("g_ctf_flagpenalty_returned"));
358 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, -cvar("g_ctf_flagpenalty_returned"));
360 // reward the player who returned it
361 if(other.playerid == self.playerid) // is this the guy who killed the FC last?
363 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
364 UpdateFrags(other, cvar("g_ctf_flagscore_return_by_killer"));
366 UpdateFrags(other, cvar("g_ctf_flagscore_return_rogue_by_killer"));
370 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
371 UpdateFrags(other, cvar("g_ctf_flagscore_return"));
373 UpdateFrags(other, cvar("g_ctf_flagscore_return_rogue"));
375 PlayerScore_Add(other, SP_CTF_RETURNS, 1);
376 LogCTF("return", self.team, other);
377 sound (other, CHAN_AUTO, self.noise1, VOL_BASE, ATTN_NONE);
380 else if (!other.flagcarried)
383 self.solid = SOLID_NOT;
384 setorigin(self, self.origin); // relink
386 other.flagcarried = self;
387 self.cnt = FLAG_CARRY;
388 bprint(other.netname, "^7 picked up the ", self.netname, "\n");
391 f = bound(0, (self.pain_finished - time) / cvar("g_ctf_flag_returntime"), 1);
392 //print("factor is ", ftos(f), "\n");
393 f = cvar("g_ctf_flagscore_pickup_dropped_late") * (1-f)
394 + cvar("g_ctf_flagscore_pickup_dropped_early") * f;
396 //print("score is ", ftos(f), "\n");
398 UpdateFrags(other, f);
399 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
400 LogCTF("pickup", self.team, other);
401 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
403 FOR_EACH_PLAYER(player)
404 if(player.team == self.team)
405 centerprint(player, "The enemy got your flag! Retrieve it!");
407 self.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
408 setorigin(self, FLAG_CARRY_POS);
409 setattachment(self, other, "");
410 self.damageforcescale = 0;
411 WaypointSprite_AttachCarrier("flagcarrier", other);
412 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
417 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
418 CTF Starting point for a player
423 viewing angle when spawning
425 void spawnfunc_info_player_team1()
427 self.team = COLOR_TEAM1; // red
428 spawnfunc_info_player_deathmatch();
430 //self.team = 4;self.classname = "info_player_start";spawnfunc_info_player_start();};
432 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
433 CTF Starting point for a player in
438 viewing angle when spawning
440 void spawnfunc_info_player_team2()
442 self.team = COLOR_TEAM2; // blue
443 spawnfunc_info_player_deathmatch();
445 //self.team = 13;self.classname = "info_player_start";spawnfunc_info_player_start();};
447 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
448 CTF Starting point for a player in
449 team three (Magenta).
453 viewing angle when spawning
455 void spawnfunc_info_player_team3()
457 self.team = COLOR_TEAM3; // purple
458 spawnfunc_info_player_deathmatch();
462 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
463 CTF Starting point for a player in
468 viewing angle when spawning
470 void spawnfunc_info_player_team4()
472 self.team = COLOR_TEAM4; // yellow
473 spawnfunc_info_player_deathmatch();
479 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
480 CTF flag for team one (Red).
481 Multiple are allowed.
485 Angle the flag will point
488 model to use, note this needs red and blue as skins 0 and 1
489 (default models/ctf/flag.md3)
491 sound played when flag is picked up
492 (default ctf/take.wav)
494 sound played when flag is returned by a teammate
495 (default ctf/return.wav)
497 sound played when flag is captured
498 (default ctf/redcapture.wav)
500 sound played when flag is lost in the field and respawns itself
501 (default ctf/respawn.wav)
504 void spawnfunc_item_flag_team1()
512 //if(!cvar("teamplay"))
513 // cvar_set("teamplay", "3");
515 // link flag into ctf_worldflaglist
516 self.ctf_worldflagnext = ctf_worldflaglist;
517 ctf_worldflaglist = self;
519 self.classname = "item_flag_team";
520 self.team = COLOR_TEAM1; // color 4 team (red)
521 self.items = IT_KEY2; // gold key (redish enough)
522 self.netname = "^1RED^7 flag";
523 self.target = "###item###";
525 if(self.spawnflags & 1)
528 self.model = "models/ctf/flag_red.md3";
530 self.noise = "ctf/take.wav";
532 self.noise1 = "ctf/return.wav";
534 self.noise2 = "ctf/redcapture.wav"; // blue team scores by capturing the red flag
536 self.noise3 = "ctf/respawn.wav";
537 precache_model (self.model);
538 setmodel (self, self.model); // precision set below
539 precache_sound (self.noise);
540 precache_sound (self.noise1);
541 precache_sound (self.noise2);
542 precache_sound (self.noise3);
543 //setsize(self, '-16 -16 -37', '16 16 37');
544 setsize(self, PL_MIN + '0 0 -13', PL_MAX + '0 0 -13');
545 setorigin(self, self.origin + '0 0 37');
546 self.nextthink = time + 0.2; // start after doors etc
547 self.think = place_flag;
551 //if(!self.glow_size)
552 // self.glow_size = 50;
554 self.effects = self.effects | EF_LOWPRECISION;
555 if(cvar("g_ctf_fullbrightflags"))
556 self.effects |= EF_FULLBRIGHT;
558 waypoint_spawnforitem(self);
560 WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37', self, sprite);
561 WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, '1 0 0');
564 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
565 CTF flag for team two (Blue).
566 Multiple are allowed.
570 Angle the flag will point
573 model to use, note this needs red and blue as skins 0 and 1
574 (default models/ctf/flag.md3)
576 sound played when flag is picked up
577 (default ctf/take.wav)
579 sound played when flag is returned by a teammate
580 (default ctf/return.wav)
582 sound played when flag is captured
583 (default ctf/bluecapture.wav)
585 sound played when flag is lost in the field and respawns itself
586 (default ctf/respawn.wav)
589 void spawnfunc_item_flag_team2()
596 //if(!cvar("teamplay"))
597 // cvar_set("teamplay", "3");
599 // link flag into ctf_worldflaglist
600 self.ctf_worldflagnext = ctf_worldflaglist;
601 ctf_worldflaglist = self;
603 self.classname = "item_flag_team";
604 self.team = COLOR_TEAM2; // color 13 team (blue)
605 self.items = IT_KEY1; // silver key (bluish enough)
606 self.netname = "^4BLUE^7 flag";
607 self.target = "###item###";
609 if(self.spawnflags & 1)
612 self.model = "models/ctf/flag_blue.md3";
614 self.noise = "ctf/take.wav";
616 self.noise1 = "ctf/return.wav";
618 self.noise2 = "ctf/bluecapture.wav"; // red team scores by capturing the blue flag
620 self.noise3 = "ctf/respawn.wav";
621 precache_model (self.model);
622 setmodel (self, self.model); // precision set below
623 precache_sound (self.noise);
624 precache_sound (self.noise1);
625 precache_sound (self.noise2);
626 precache_sound (self.noise3);
627 //setsize(self, '-16 -16 -37', '16 16 37');
628 setsize(self, PL_MIN + '0 0 -13', PL_MAX + '0 0 -13');
629 setorigin(self, self.origin + '0 0 37');
630 self.nextthink = time + 0.2; // start after doors etc
631 self.think = place_flag;
635 //if(!self.glow_size)
636 // self.glow_size = 50;
638 self.effects = self.effects | EF_LOWPRECISION;
639 if(cvar("g_ctf_fullbrightflags"))
640 self.effects |= EF_FULLBRIGHT;
642 waypoint_spawnforitem(self);
644 WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37', self, sprite);
645 WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, '0 0 1');
649 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
650 Team declaration for CTF gameplay, this allows you to decide what team
651 names and control point models are used in your map.
653 Note: If you use spawnfunc_ctf_team entities you must define at least 2! However, unlike
654 domination, you don't need to make a blank one too.
658 Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
660 Scoreboard color of the team (for example 4 is red and 13 is blue)
664 void spawnfunc_ctf_team()
671 self.classname = "ctf_team";
672 self.team = self.cnt + 1;
675 // code from here on is just to support maps that don't have control point and team entities
676 void ctf_spawnteam (string teamname, float teamcolor)
678 local entity oldself;
681 self.classname = "ctf_team";
682 self.netname = teamname;
683 self.cnt = teamcolor;
685 spawnfunc_ctf_team();
690 // spawn some default teams if the map is not set up for ctf
691 void ctf_spawnteams()
695 numteams = 2;//cvar("g_ctf_default_teams");
697 ctf_spawnteam("Red", COLOR_TEAM1 - 1);
698 ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
701 void ctf_delayedinit()
703 // if no teams are found, spawn defaults
704 if (find(world, classname, "ctf_team") == world)
712 InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
713 flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
716 void ctf_setstatus2(entity flag, float shift)
718 if (flag.cnt == FLAG_CARRY)
719 if (flag.owner == self)
720 self.items |= shift * 3;
722 self.items |= shift * 1;
723 else if (flag.cnt == FLAG_DROPPED)
724 self.items |= shift * 2;
733 self.items = self.items - (self.items & IT_RED_FLAG_TAKEN);
734 self.items = self.items - (self.items & IT_RED_FLAG_LOST);
735 self.items = self.items - (self.items & IT_BLUE_FLAG_TAKEN);
736 self.items = self.items - (self.items & IT_BLUE_FLAG_LOST);
740 float redflags, blueflags;
745 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
747 if(flag.team == COLOR_TEAM1)
749 else if(flag.team == COLOR_TEAM2)
753 // blinking magic: if there is more than one flag, show one of these in a clever way
755 redflags = mod(floor(time * redflags * 0.75), redflags);
757 blueflags = mod(floor(time * blueflags * 0.75), blueflags);
759 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
761 if(flag.team == COLOR_TEAM1)
763 if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times)
764 ctf_setstatus2(flag, IT_RED_FLAG_TAKEN);
766 else if(flag.team == COLOR_TEAM2)
768 if(--blueflags == -1) // happens exactly once
769 ctf_setstatus2(flag, IT_BLUE_FLAG_TAKEN);
775 entity(float cteam) ctf_team_has_commander =
778 if(cteam != COLOR_TEAM1 || cteam != COLOR_TEAM2)
781 FOR_EACH_REALPLAYER(pl) {
782 if(pl.team == cteam && pl.iscommander) {
789 void(entity e, float st) ctf_setstate =
795 void(float cteam) ctf_new_commander =
800 FOR_EACH_REALPLAYER(pl) {
801 if(pl.team == cteam) {
802 if(pl.iscommander) { // don't reassign if alreay there
805 if(plmax == world || plmax.frags < pl.frags) <<<<<<<<<<<<<<<<< BROKEN in new scoring system
810 bprint(strcat(ColoredTeamName(cteam), " Team has no Commander!\n"));
814 plmax.iscommander = TRUE;
815 ctf_setstate(plmax, 3);
816 sprint(plmax, "^3You're the commander now!\n");
817 centerprint(plmax, "^3You're the commander now!\n");
820 void() ctf_clientconnect =
822 self.iscommander = FALSE;
824 if(!self.team || self.classname != "player") {
825 ctf_setstate(self, -1);
827 ctf_setstate(self, 0);
829 self.team_saved = self.team;
831 if(self.team != 0 && self.classname == "player" && !ctf_team_has_commander(self.team)) {
832 ctf_new_commander(self.team);
836 void() ctf_playerchanged =
838 if(!self.team || self.classname != "player") {
839 ctf_setstate(self, -1);
840 } else if(self.ctf_state < 0 && self.classname == "player") {
841 ctf_setstate(self, 0);
844 if(self.iscommander &&
845 (self.classname != "player" || self.team != self.team_saved)
848 self.iscommander = FALSE;
849 if(self.classname == "player")
850 ctf_setstate(self, 0);
852 ctf_setstate(self, -1);
853 ctf_new_commander(self.team_saved);
856 self.team_saved = self.team;
858 ctf_new_commander(self.team);
861 void() ctf_clientdisconnect =
865 ctf_new_commander(self.team);
869 entity GetPlayer(string);
870 float() ctf_clientcommand =
873 if(argv(0) == "order") {
875 sprint(self, "This command is not supported in this gamemode.\n");
878 if(!self.iscommander) {
879 sprint(self, "^1You are not the commander!\n");
883 sprint(self, "Usage: order #player status - (playernumber as in status)\n");
886 e = GetPlayer(argv(1));
888 sprint(self, "Invalid player.\nUsage: order #player status - (playernumber as in status)\n");
891 if(e.team != self.team) {
892 sprint(self, "^3You can only give orders to your own team!\n");
895 if(argv(2) == "attack") {
896 sprint(self, strcat("Ordering ", e.netname, " to attack!\n"));
897 sprint(e, "^1Attack!\n");
898 centerprint(e, "^7You've been ordered to^9\n^1Attack!\n");
900 } else if(argv(2) == "defend") {
901 sprint(self, strcat("Ordering ", e.netname, " to defend!\n"));
902 sprint(e, "^Defend!\n");
903 centerprint(e, "^7You've been ordered to^9\n^2Defend!\n");
906 sprint(self, "^7Invalid command, use ^3attack^7, or ^3defend^7.\n");