float ctf_captureshield_force; // push force of the shield
// declare functions so they can be used in any order in the file
+/*
void ctf_FlagTouch(void);
void ctf_FlagThink(void);
void ctf_SetupFlag(float, entity);
void ctf_RespawnFlag(entity);
-float ctf_CaptureShield_CheckStatus(entity);
-void ctf_CaptureShield_Update(entity, float);
-float ctf_CaptureShield_Customize(void);
-void ctf_CaptureShield_Touch(void);
-void ctf_CaptureShield_Spawn(entity);
-
+*/
// ==================
// Misc CTF functions
}
+// =======================
+// CaptureShield Functions
+// =======================
+
+float ctf_CaptureShield_CheckStatus(entity p)
+{
+ float s, se;
+ entity e;
+ float players_worseeq, players_total;
+
+ if(ctf_captureshield_max_ratio <= 0)
+ return FALSE;
+
+ s = PlayerScore_Add(p, SP_SCORE, 0);
+ if(s >= -ctf_captureshield_min_negscore)
+ return FALSE;
+
+ players_total = players_worseeq = 0;
+ FOR_EACH_PLAYER(e)
+ {
+ if(e.team != p.team)
+ continue;
+ se = PlayerScore_Add(e, SP_SCORE, 0);
+ if(se <= s)
+ ++players_worseeq;
+ ++players_total;
+ }
+
+ // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
+ // use this rule here
+
+ if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
+ return FALSE;
+
+ return TRUE;
+}
+
+void ctf_CaptureShield_Update(entity player, float wanted_status)
+{
+ float updated_status = ctf_CaptureShield_CheckStatus(player);
+ if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
+ {
+ if(updated_status) // TODO csqc notifier for this // Samual: How?
+ centerprint_atprio(player, 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.");
+ else
+ centerprint_atprio(player, 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.");
+
+ player.ctf_captureshielded = updated_status;
+ }
+}
+
+float ctf_CaptureShield_Customize()
+{
+ if not(other.ctf_captureshielded)
+ return FALSE;
+ if(self.team == other.team)
+ return FALSE;
+ return TRUE;
+}
+
+void ctf_CaptureShield_Touch()
+{
+ if not(other.ctf_captureshielded)
+ return;
+ if(self.team == other.team)
+ return;
+ vector mymid;
+ vector othermid;
+ mymid = (self.absmin + self.absmax) * 0.5;
+ othermid = (other.absmin + other.absmax) * 0.5;
+ Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
+ 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.");
+}
+
+void ctf_CaptureShield_Spawn(entity flag)
+{
+ entity e;
+ e = spawn();
+ e.enemy = self;
+ e.team = self.team;
+ e.touch = ctf_CaptureShield_Touch;
+ e.customizeentityforclient = ctf_CaptureShield_Customize;
+ e.classname = "ctf_captureshield";
+ e.effects = EF_ADDITIVE;
+ e.movetype = MOVETYPE_NOCLIP;
+ e.solid = SOLID_TRIGGER;
+ e.avelocity = '7 0 11';
+ setorigin(e, self.origin);
+ setmodel(e, "models/ctf/shield.md3");
+ e.scale = 0.5;
+ setsize(e, e.scale * e.mins, e.scale * e.maxs);
+}
+
+
// ==============
// Event Handlers
// ==============
flag.movetype = MOVETYPE_TOSS;
flag.solid = SOLID_TRIGGER;
flag.takedamage = DAMAGE_YES;
- //flag.flags = FL_ITEM; // does this need set? same as above. // eh wtf is with these weird values?
flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
flag.pain_finished = time + autocvar_g_ctf_flag_returntime; // replace this later
WaypointSprite_Ping(player.wps_flagcarrier);
WaypointSprite_Kill(player.wps_flagcarrier);
- //
+ // captureshield
ctf_CaptureShield_Update(player, 0); // shield only
- // eh?
+ // check if the flag will fall off the map
trace_startsolid = FALSE;
tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
if(trace_startsolid)
}
// waypointsprites
- WaypointSprite_Kill(player.wps_flagdropped);
+ WaypointSprite_Kill(flag.wps_flagdropped);
// reset the flag
ctf_RespawnFlag(flag);
{
entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
-
+
// attach the flag to the player
flag.owner = player;
player.flagcarried = flag;
// set up the flag
flag.movetype = MOVETYPE_NONE;
+ flag.takedamage = DAMAGE_NO;
flag.solid = SOLID_NOT;
flag.angles = '0 0 0';
flag.ctf_pickuptime = time; // used for timing runs
WaypointSprite_Ping(player.wps_flagcarrier);
}
-void ctf_Handle_Pickup_Dropped(entity flag, entity player) // todo: re-write this
+void ctf_Handle_Pickup_Dropped(entity flag, entity player) // make sure this works
{
- /*
- if(flag.waypointsprite_attachedforcarrier)
- WaypointSprite_DetachCarrier(flag);
+ // declarations
+ float returnscore = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1); // can this be division by zero?
+ entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
+ string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
- if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
- pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
-
- // pick up
- flag.solid = SOLID_NOT;
- setorigin(flag, flag.origin); // relink
+ // attach the flag to the player
flag.owner = player;
player.flagcarried = flag;
- flag.cnt = FLAG_CARRY;
+ setattachment(flag, player, "");
+ setorigin(flag, FLAG_CARRY_POS);
+
+ // set up the flag
+ flag.movetype = MOVETYPE_NONE;
+ flag.takedamage = DAMAGE_NO;
+ flag.solid = SOLID_NOT;
+ flag.angles = '0 0 0';
+ flag.ctf_pickuptime = time; // used for timing runs
+ flag.ctf_pickupid = player.playerid;
+ flag.ctf_status = FLAG_CARRY;
+
+ // messages and sounds
Send_KillNotification (player.netname, flag.netname, "", INFO_PICKUPFLAG, MSG_INFO);
- //bprint(player.netname, "^7 picked up the ", flag.netname, "\n");
-
- float f;
- f = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1);
- //print("factor is ", ftos(f), "\n");
- f = ctf_ReadScore("score_pickup_dropped_late") * (1-f)
- + ctf_ReadScore("score_pickup_dropped_early") * f;
- f = floor(f + 0.5);
- flag.dropperid = player.playerid;
- //print("score is ", ftos(f), "\n");
-
- UpdateFrags(player, f);
- PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
- LogCTF("pickup", flag.team, player);
sound (player, CHAN_AUTO, flag.noise, VOL_BASE, ATTN_NONE);
+ ctf_EventLog("pickup", flag.team, player);
+ verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : "");
+ FOR_EACH_PLAYER(tmp_player)
+ if(tmp_player.team == flag.team)
+ centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
+ else if((tmp_player.team == player.team) && (tmp_player != player))
+ centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
- FOR_EACH_PLAYER(player)
- if(player.team == flag.team)
- centerprint(player, "The enemy got your flag! Retrieve it!");
+ // scoring
+ returnscore = floor((ctf_ReadScore("score_pickup_dropped_late") * (1-returnscore) + ctf_ReadScore("score_pickup_dropped_early") * returnscore) + 0.5);
+ print("score is ", ftos(returnscore), "\n");
+ PlayerTeamScore_AddScore(player, returnscore);
+ PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
- flag.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, playerwise it will drop through the floor...
- setorigin(flag, FLAG_CARRY_POS);
- setattachment(flag, player, "");
- flag.damageforcescale = 0;
- flag.takedamage = DAMAGE_NO;
- WaypointSprite_AttachCarrier("flagcarrier", player);
- WaypointSprite_UpdateTeamRadar(player.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
- */
+ // effects
+ if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
+ {
+ pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
+ }
+
+ // waypoints
+ WaypointSprite_Kill(flag.wps_flagdropped);
+ WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
+ WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
+ WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
+ WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
+ WaypointSprite_Ping(player.wps_flagcarrier);
}
// Main Flag Functions
// ===================
+void ctf_FlagThink() // make sure this works
+{
+ // declarations
+ entity tmp_entity;
+
+ self.nextthink = time + 0.1;
+
+ // captureshield
+ if(self == ctf_worldflaglist) // only for the first flag
+ FOR_EACH_CLIENT(tmp_entity)
+ ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
+
+ // sanity checks
+ if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
+ dprint("wtf the flag got squished?\n");
+ tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
+ if(!trace_startsolid) // can we resize it without getting stuck?
+ setsize(self, FLAG_MIN, FLAG_MAX); }
+
+ if(self.owner.classname != "player" || (self.owner.deadflag) || (self.owner.flagcarried != self)) {
+ dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
+ ctf_Handle_Drop(self.owner);
+ return; }
+
+ // main think method
+ switch(self.ctf_status)
+ {
+ case FLAG_BASE: // nothing to do here
+ return;
+
+ case FLAG_DROPPED:
+ // flag fallthrough? FIXME remove this if bug is really fixed now
+ if(self.origin_z < -131072)
+ {
+ dprint("FLAG FALLTHROUGH just happened\n");
+ self.pain_finished = 0;
+ }
+ setattachment(self, world, "");
+ if(time > self.pain_finished)
+ {
+ bprint("The ", self.netname, " has returned to base\n");
+ sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
+ ctf_EventLog("returned", self.team, world);
+ ctf_RespawnFlag(self);
+ }
+ return;
+
+ case FLAG_CARRY:
+ if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord))
+ {
+ bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
+ sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
+
+ self.owner.impulse = 141; // returning!
+
+ tmp_entity = self;
+ self = self.owner;
+ ctf_RespawnFlag(tmp_entity);
+ ImpulseCommands();
+ self = tmp_entity;
+ }
+ return;
+
+ default:
+ dprint("Think: Flag exists with no status?\n");
+ return; // this should never happen
+ }
+}
+
+void ctf_FlagTouch()
+{
+ if(gameover) { return; }
+ if(!self) { return; }
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ { // The flag fell off the map, respawn it since players can't get to it
+ //ctf_RespawnFlag(self);
+ return;
+ }
+ if(other.deadflag != DEAD_NO) { return; }
+ if(other.classname != "player")
+ { // The flag just touched an object, most likely the world
+ pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
+ sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
+ return;
+ }
+ else if(self.wait > time) { return; }
+
+ switch(self.ctf_status)
+ {
+ case FLAG_BASE:
+ if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
+ ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
+ else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
+ ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
+ break;
+
+ case FLAG_DROPPED:
+ if(other.team == self.team)
+ ctf_Handle_Return(self, other); // other just returned his own flag
+ else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
+ ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
+ break;
+
+ case FLAG_CARRY:
+ dprint("Someone touched a flag even though it was being carried?\n");
+ break;
+
+ default:
+ dprint("Flag exists with no status?\n");
+ break; // this should never happen
+ }
+}
+
+void ctf_RespawnFlag(entity flag) // make sure this works
+{
+ if(flag.classname != "item_flag_team") { backtrace("ctf_RespawnFlag was called incorrectly."); return; }
+
+ // reset the player (if there is one)
+ if((flag.owner) && (flag.owner.flagcarried == flag))
+ {
+ WaypointSprite_Kill(flag.wps_flagcarrier);
+ flag.owner.flagcarried = world;
+
+ if(flag.speedrunning)
+ ctf_FakeTimeLimit(flag.owner, -1);
+ }
+
+ // reset the flag
+ setattachment(flag, world, "");
+ setorigin(flag, flag.dropped_origin); // replace with flag.ctf_spawnorigin
+ flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
+ flag.takedamage = DAMAGE_NO;
+ flag.solid = SOLID_TRIGGER;
+ flag.velocity = '0 0 0';
+ flag.angles = flag.mangle;
+ flag.ctf_status = FLAG_BASE;
+ flag.flags = FL_ITEM;
+ flag.owner = world;
+}
+
void ctf_Reset()
{
if(self.owner)
if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
- //if(!flag.noise5) { flag.noise5 = "ctf/flag_touch.wav"; }
// precache
precache_sound(flag.noise);
precache_sound(flag.noise2);
precache_sound(flag.noise3);
precache_sound(flag.noise4);
- //precache_sound(flag.noise5);
precache_model(flag.model);
precache_model("models/ctf/shield.md3");
precache_model("models/ctf/shockwavetransring.md3");
ctf_CaptureShield_Spawn(flag);
}
-void ctf_RespawnFlag(entity flag) // todo: re-write this
-{
- //if((self) && (!flag) { flag = self }
- if(flag.classname != "item_flag_team") { backtrace("ctf_RespawnFlag was called incorrectly."); return; }
-
- if(flag.owner)
- if(flag.owner.flagcarried == flag)
- {
- WaypointSprite_DetachCarrier(flag.owner);
- flag.owner.flagcarried = world;
-
- if(flag.speedrunning)
- ctf_FakeTimeLimit(flag.owner, -1);
- }
- flag.owner = world;
-
- if(flag.waypointsprite_attachedforcarrier)
- WaypointSprite_DetachCarrier(flag);
-
- setattachment(flag, world, "");
- flag.damageforcescale = 0;
- flag.takedamage = DAMAGE_NO;
- flag.movetype = MOVETYPE_NONE;
- if(!flag.noalign)
- flag.movetype = MOVETYPE_TOSS;
- flag.velocity = '0 0 0';
- flag.solid = SOLID_TRIGGER;
- // TODO: play a sound here
- setorigin(flag, flag.dropped_origin);
- flag.angles = flag.mangle;
- flag.ctf_status = FLAG_BASE;
- flag.owner = world;
- flag.flags = FL_ITEM; // clear FL_ONGROUND and any other junk // there shouldn't be any "junk" set on this... look into it and make sure it's kept clean.
-}
-
-void ctf_FlagThink() // todo: re-write this
-{
- local entity e;
-
- self.nextthink = time + 0.1;
-
- // sorry, we have to reset the flag size if it got squished by something
- if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX)
- {
- // if we can grow back, grow back
- tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
- if(!trace_startsolid)
- setsize(self, FLAG_MIN, FLAG_MAX);
- }
-
- if(self == ctf_worldflaglist) // only for the first flag
- {
- FOR_EACH_CLIENT(e)
- ctf_CaptureShield_Update(e, 1); // release shield only
- }
-
- if(self.speedrunning)
- if(self.ctf_status == FLAG_CARRY)
- {
- if(self.owner)
- if(ctf_captimerecord)
- if(time >= self.ctf_pickuptime + ctf_captimerecord)
- {
- bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
-
- sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
- self.owner.impulse = 141; // returning!
-
- e = self;
- self = self.owner;
- ctf_RespawnFlag(e);
- ImpulseCommands();
- self = e;
- return;
- }
- }
-
- if(self.ctf_status == FLAG_BASE)
- return;
-
- if(self.ctf_status == FLAG_DROPPED)
- {
- // flag fallthrough? FIXME remove this if bug is really fixed now
- if(self.origin_z < -131072)
- {
- dprint("FLAG FALLTHROUGH just happened\n");
- self.pain_finished = 0;
- }
- setattachment(self, world, "");
- if(time > self.pain_finished)
- {
- bprint("The ", self.netname, " has returned to base\n");
- sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
- ctf_EventLog("returned", self.team, world);
- ctf_RespawnFlag(self);
- }
- return;
- }
-
- e = self.owner;
- if(e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
- {
- dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
- ctf_Handle_Drop(e);
- return;
- }
-}
-
-void ctf_FlagTouch()
-{
- if(gameover) { return; }
- if(!self) { return; }
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- { // The flag fell off the map, respawn it since players can't get to it
- //ctf_RespawnFlag(self);
- return;
- }
- if(other.deadflag != DEAD_NO) { return; }
- if(other.classname != "player")
- { // The flag just touched an object, most likely the world
- pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
- sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
- return;
- }
- else if(self.wait > time) { return; }
-
- switch(self.ctf_status)
- {
- case FLAG_BASE:
- if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
- ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
- else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
- ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
- break;
-
- case FLAG_DROPPED:
- if(other.team == self.team)
- ctf_Handle_Return(self, other); // other just returned his own flag
- else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
- ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
- break;
-
- case FLAG_CARRY:
- default:
- dprint("Someone touched a flag even though it was being carried? wtf?\n");
- break; // this should never happen
- }
-}
-
-
-// =======================
-// CaptureShield Functions
-// =======================
-
-float ctf_CaptureShield_CheckStatus(entity p) // check to see
-{
- float s, se;
- entity e;
- float players_worseeq, players_total;
-
- if(ctf_captureshield_max_ratio <= 0)
- return FALSE;
-
- s = PlayerScore_Add(p, SP_SCORE, 0);
- if(s >= -ctf_captureshield_min_negscore)
- return FALSE;
-
- players_total = players_worseeq = 0;
- FOR_EACH_PLAYER(e)
- {
- if(e.team != p.team)
- continue;
- se = PlayerScore_Add(e, SP_SCORE, 0);
- if(se <= s)
- ++players_worseeq;
- ++players_total;
- }
-
- // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
- // use this rule here
-
- if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
- return FALSE;
-
- return TRUE;
-}
-
-void ctf_CaptureShield_Update(entity player, float wanted_status)
-{
- float updated_status = ctf_CaptureShield_CheckStatus(player);
- if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
- {
- if(updated_status) // TODO csqc notifier for this // Samual: How?
- centerprint_atprio(player, 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.");
- else
- centerprint_atprio(player, 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.");
-
- player.ctf_captureshielded = updated_status;
- }
-}
-
-float ctf_CaptureShield_Customize()
-{
- if not(other.ctf_captureshielded)
- return FALSE;
- if(self.team == other.team)
- return FALSE;
- return TRUE;
-}
-
-void ctf_CaptureShield_Touch()
-{
- if not(other.ctf_captureshielded)
- return;
- if(self.team == other.team)
- return;
- vector mymid;
- vector othermid;
- mymid = (self.absmin + self.absmax) * 0.5;
- othermid = (other.absmin + other.absmax) * 0.5;
- Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
- 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.");
-}
-
-void ctf_CaptureShield_Spawn(entity flag)
-{
- entity e;
- e = spawn();
- e.enemy = self;
- e.team = self.team;
- e.touch = ctf_CaptureShield_Touch;
- e.customizeentityforclient = ctf_CaptureShield_Customize;
- e.classname = "ctf_captureshield";
- e.effects = EF_ADDITIVE;
- e.movetype = MOVETYPE_NOCLIP;
- e.solid = SOLID_TRIGGER;
- e.avelocity = '7 0 11';
- setorigin(e, self.origin);
- setmodel(e, "models/ctf/shield.md3");
- e.scale = 0.5;
- setsize(e, e.scale * e.mins, e.scale * e.maxs);
-}
-
// ==============
// Hook Functions
// ==============
+// g_ctf_ignore_frags
+
MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
{
- if(self.flagcarried) { ctf_Handle_Drop(self); } // figure this out
-
+ if(self.flagcarried) { ctf_Handle_Drop(self); }
return 0;
}
MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
{
- local entity flag;
+ entity flag;
// initially clear items so they can be set as necessary later.
self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
// scan through all the flags and notify the client about them
for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
{
- if(flag.ctf_status == FLAG_CARRY)
+ if(flag.ctf_status == FLAG_CARRY)
if(flag.owner == self)
self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
else
return 0;
}
+MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
+{ /*
+ if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
+ {
+ if(frag_target == frag_attacker) // damage done to yourself
+ {
+ frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
+ frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
+ }
+ else // damage done to noncarriers
+ {
+ frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
+ frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
+ }
+ }*/
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
+{
+ frag_score = 0; // no frags counted in keepaway
+ return (g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
+}
+
// ==========
// Spawnfuncs
// code from here on is just to support maps that don't have flag and team entities
void ctf_SpawnTeam (string teamname, float teamcolor)
{
- local entity oldself;
+ entity oldself;
oldself = self;
self = spawn();
self.classname = "ctf_team";
ScoreRules_ctf();
+ // does it really need to be delayed? todo: Find out with a map that is broken.
ctf_DelayedInit();
//InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
}
MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
- //MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
+ MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
- //MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
//MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
MUTATOR_ONADD