self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
| IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
- // item for stopping players from capturing the flag too often
- if(self.ctf_captureshielded)
- self.items |= IT_CTF_SHIELDED;
-
// scan through all the flags and notify the client about them
for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
{
self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
}
- if(self.wps_flagcarrier) { WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health); }
+ // item for stopping players from capturing the flag too often
+ if(self.ctf_captureshielded)
+ self.items |= IT_CTF_SHIELDED;
+
+ // update the health of the flag carrier waypointsprite
+ if(self.wps_flagcarrier)
+ WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
return 0;
}
MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
{
- frag_score = 0; // no frags counted in ctf
- return (autocvar_g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
+ frag_score = 0;
+ return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
}
MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)