entity ctf_worldflaglist; // CTF flags in the map
.entity ctf_worldflagnext;
-.vector ctf_spawnorigin; // stored vector for where the flag is placed on the map itself.
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float ctf_captimerecord; // record time for capturing the flag
.float ctf_pickuptime;
.float ctf_pickupid;
.float ctf_droptime;
.float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
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-.float next_take_time; // Delay between when the person can pick up a flag // is this obsolete from the stuff above?
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// CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
.float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
float ctf_captureshield_min_negscore; // punish at -20 points