--- /dev/null
+// ================================================================
+// Official capture the flag game mode coding, reworked by Samual
+// Last updated: March 25th, 2011
+// ================================================================
+
+// Flag constants
+#define FLAG_MIN (PL_MIN + '0 0 -13')
+#define FLAG_MAX (PL_MAX + '0 0 -13')
+#define FLAG_CARRY_POS '-15 0 7'
+
+// Flag waypointsprite
+.entity basewaypoint;
+.entity sprite;
+
+// CTF flags in the map
+entity ctf_worldflaglist;
+.entity ctf_worldflagnext;
+
+// Don't allow spam of dropping the flag.
+.float ctf_dropperid;
+.float ctf_droptime;
+
+// Delay between when the person can pick up a flag // replace with .wait?
+.float next_take_time;
+
+// Record time for capturing the flag
+float flagcaptimerecord;
+.float flagpickuptime;
+
+// 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 captureshield_min_negscore; // punish at -20 points
+float captureshield_max_ratio; // punish at most 30% of each team
+float captureshield_force; // push force of the shield
+
+// ===================
+// Main Flag Functions
+// ===================
+
+float ctf_CaptureShield_CheckStatus(entity p) // check to see
+{
+ float s, se;
+ entity e;
+ float players_worseeq, players_total;
+
+ if(captureshield_max_ratio <= 0)
+ return FALSE;
+
+ s = PlayerScore_Add(p, SP_SCORE, 0);
+ if(s >= -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 * captureshield_max_ratio)
+ return FALSE;
+
+ return TRUE;
+}
+
+void ctf_CaptureShield_Update(entity p, float dir)
+{
+ float should;
+ if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
+ {
+ should = ctf_captureshield_shielded(p);
+ if(should != dir)
+ {
+ if(should)
+ {
+ centerprint_atprio(p, 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.");
+ // TODO csqc notifier for this
+ }
+ else
+ {
+ centerprint_atprio(p, 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.");
+ // TODO csqc notifier for this
+ }
+ p.ctf_captureshielded = should;
+ }
+ }
+}
+
+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) * 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_flag_spawnstuff()
+{
+ 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);
+
+ waypoint_spawnforitem_force(self, self.origin);
+ self.nearestwaypointtimeout = 0; // activate waypointing again
+ self.basewaypoint = self.nearestwaypoint;
+
+ if(self.team == COLOR_TEAM1)
+ {
+ WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 61', self, sprite);
+ WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM1 - 1, FALSE));
+ }
+ else
+ {
+ WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 61', self, sprite);
+ WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM2 - 1, FALSE));
+ }
+}
+
+// ==================
+// Misc CTF functions
+// ==================
+
+float ctf_ReadScore(string parameter)
+{
+ if(g_ctf_win_mode != 2)
+ return cvar(strcat("g_ctf_personal", parameter));
+ else
+ return cvar(strcat("g_ctf_flag", parameter));
+}
+
+void ctf_FakeTimeLimit(entity e, float t)
+{
+ msg_entity = e;
+ WriteByte(MSG_ONE, 3); // svc_updatestat
+ WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
+ if(t < 0)
+ WriteCoord(MSG_ONE, autocvar_timelimit);
+ else
+ WriteCoord(MSG_ONE, (t + 1) / 60);
+}
+
+void ctf_EventLog(string mode, float flagteam, entity actor)
+{
+ string s;
+ if(!autocvar_sv_eventlog)
+ return;
+ s = strcat(":ctf:", mode);
+ s = strcat(s, ":", ftos(flagteam));
+ if(actor != world)
+ s = strcat(s, ":", ftos(actor.playerid));
+ GameLogEcho(s);
+}
+
+void ctf_CaptureShockwave(vector org)
+{
+ shockwave_spawn("models/ctf/shockwavetransring.md3", org - '0 0 15', -0.8, 0, 1);
+}
+
+void ctf_SetStatus_ForType(entity flag, float type)
+{
+ if(flag.cnt == FLAG_CARRY)
+ {
+ if(flag.owner == self)
+ self.items |= type * 3; // carrying: self is currently carrying the flag
+ else
+ self.items |= type * 1; // taken: someone on self's team is carrying the flag
+ }
+ else if(flag.cnt == FLAG_DROPPED)
+ self.items |= type * 2; // lost: the flag is dropped somewhere on the map
+}
+
+void ctf_SetStatus()
+{
+ // declarations
+ float redflags, blueflags;
+ local entity flag;
+
+ // initially clear items so they can be set as necessary later.
+ self.items &~= (IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST | 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;
+
+ // figure out what flags we already own
+ for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
+ {
+ if(flag.items & IT_KEY2) // blue
+ ++redflags;
+ else if(flag.items & IT_KEY1) // red
+ ++blueflags;
+ }
+
+ // blinking magic: if there is more than one flag, show one of these in a clever way // wtf?
+ if(redflags)
+ redflags = mod(floor(time * redflags * 0.75), redflags);
+
+ if(blueflags)
+ blueflags = mod(floor(time * blueflags * 0.75), blueflags);
+
+ for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
+ {
+ if(flag.items & IT_KEY2) // blue
+ {
+ if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times) // WHAT THE FUCK DOES THIS MEAN? whoever wrote this is shitty at explaining things.
+ ctf_SetStatus_ForType(flag, IT_RED_FLAG_TAKEN);
+ }
+ else if(flag.items & IT_KEY1) // red
+ {
+ if(--blueflags == -1) // happens exactly once
+ ctf_SetStatus_ForType(flag, IT_BLUE_FLAG_TAKEN);
+ }
+ }
+}
+
+void ctf_Reset()
+{
+ DropFlag(self, world, world);
+
+ if(self.waypointsprite_attachedforcarrier)
+ WaypointSprite_DetachCarrier(self);
+
+ ReturnFlag(self);
+}
+
+// ===================
+// Main Flag Functions
+// ===================
+
+void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
+{
+ // declarations
+ teamnumber = fabs(teamnumber - bound(0, g_ctf_reverse, 1));
+ string flag_team_by_name;
+
+ // main setup
+ flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified
+ ctf_worldflaglist = flag;
+
+ flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
+ flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
+ flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
+ flag.classname = "item_flag_team";
+ flag.target = "###item###"; // wut?
+ flag.noalign = (flag.spawnflags & 1);
+
+ flag.nextthink = time + 0.2; // start after doors etc // Samual: 0.2 though? Why?
+ flag.think = ctf_PlaceFlag; // todo: needs renaming
+ flag.reset = ctf_Reset;
+
+ // appearence
+ if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
+ setmodel (flag, flag.model); // precision set below
+ setsize(flag, FLAG_MIN, FLAG_MAX);
+ setorigin(flag, flag.origin + '0 0 37');
+ if(!flag.scale) { flag.scale = 0.6; }
+
+ flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
+
+ if(autocvar_g_ctf_flag_glowtrails)
+ {
+ flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
+ flag.glow_size = 25;
+ flag.glow_trail = 1;
+ }
+
+ flag.effects |= EF_LOWPRECISION;
+ if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
+ if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
+
+ // sound
+ if(!flag.noise) { flag.noise = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
+ if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
+ 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(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
+
+ // precache
+ precache_sound(flag.noise);
+ precache_sound(flag.noise1);
+ precache_sound(flag.noise2);
+ precache_sound(flag.noise3);
+ precache_sound(flag.noise4);
+ precache_model(flag.model);
+ precache_model("models/ctf/shield.md3");
+ precache_model("models/ctf/shockwavetransring.md3");
+}
+
+void ctf_PlaceFlag()
+{
+ if(self.classname != "item_flag_team")
+ {
+ backtrace("PlaceFlag a non-flag");
+ return;
+ }
+
+ setattachment(self, world, "");
+ self.mdl = self.model;
+ self.flags = FL_ITEM;
+ self.solid = SOLID_TRIGGER;
+ self.movetype = MOVETYPE_NONE;
+ self.velocity = '0 0 0';
+ self.origin_z = self.origin_z + 6;
+ self.think = FlagThink;
+ self.touch = FlagTouch;
+ self.nextthink = time + 0.1;
+ self.cnt = FLAG_BASE;
+ self.mangle = self.angles;
+ self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+ //self.effects = self.effects | EF_DIMLIGHT;
+ if(self.noalign)
+ {
+ self.dropped_origin = self.origin;
+ }
+ else
+ {
+ droptofloor();
+ self.movetype = MOVETYPE_TOSS;
+ }
+
+ InitializeEntity(self, ctf_flag_spawnstuff, INITPRIO_SETLOCATION);
+}
+
+void ctf_RegenFlag(entity e)
+{
+ if(e.classname != "item_flag_team")
+ {
+ backtrace("RegenFlag a non-flag");
+ return;
+ }
+
+ if(e.waypointsprite_attachedforcarrier)
+ WaypointSprite_DetachCarrier(e);
+
+ setattachment(e, world, "");
+ e.damageforcescale = 0;
+ e.takedamage = DAMAGE_NO;
+ e.movetype = MOVETYPE_NONE;
+ if(!e.noalign)
+ e.movetype = MOVETYPE_TOSS;
+ e.velocity = '0 0 0';
+ e.solid = SOLID_TRIGGER;
+ // TODO: play a sound here
+ setorigin(e, e.dropped_origin);
+ e.angles = e.mangle;
+ e.cnt = FLAG_BASE;
+ e.owner = world;
+ e.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_ReturnFlag(entity e)
+{
+ if(e.classname != "item_flag_team")
+ {
+ backtrace("ReturnFlag a non-flag");
+ return;
+ }
+
+ if(e.owner)
+ if(e.owner.flagcarried == e)
+ {
+ WaypointSprite_DetachCarrier(e.owner);
+ e.owner.flagcarried = world;
+
+ if(e.speedrunning)
+ FakeTimeLimit(e.owner, -1);
+ }
+ e.owner = world;
+ RegenFlag(e);
+}
+
+void ctf_DropFlag(entity flag, entity penalty_receiver, entity attacker)
+{
+ local entity carrier = flag.owner;
+
+ // Called on an entity that is not a flag?
+ if(flag.classname != "item_flag_team") {
+ backtrace("DropFlag a non-flag");
+ return; }
+
+ // Reset the flag when speedrunning is enabled.
+ if(flag.speedrunning) {
+ ReturnFlag(flag);
+ return; }
+
+ // HOW OFTEN DO THESE EVEN HAPPEN? IS THIS NEEDED? todo: remove if not needed.
+ if(!flag.owner) {
+ dprint("FLAG: drop - no owner?!?!\n");
+ return; }
+ if(carrier.flagcarried != flag) {
+ dprint("FLAG: drop - owner is not carrying this flag??\n");
+ return; }
+
+ //bprint(p.netname, "^7 lost the ", e.netname, "\n");
+ Send_KillNotification (carrier.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
+
+ if(penalty_receiver)
+ UpdateFrags(penalty_receiver, -ctf_score_value("penalty_suicidedrop"));
+ else
+ UpdateFrags(carrier, -ctf_score_value("penalty_drop"));
+
+ PlayerScore_Add(carrier, SP_CTF_DROPS, +1);
+ ctf_captureshield_update(carrier, 0); // shield only
+ flag.playerid = attacker.playerid;
+ flag.ctf_droptime = time;
+ WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 1' * 61, world, COLOR_TEAM1 + COLOR_TEAM2 - flag.team, flag, waypointsprite_attachedforcarrier, FALSE);
+
+ if(carrier.waypointsprite_attachedforcarrier)
+ {
+ WaypointSprite_Ping(carrier.waypointsprite_attachedforcarrier);
+ WaypointSprite_DetachCarrier(carrier);
+ }
+ else
+ {
+ bprint("\{1}^1Flag carrier had no flag sprite?!?\n");
+ backtrace("Flag carrier had no flag sprite?!?");
+ }
+
+ ctf_EventLog("dropped", carrier.team, carrier);
+ sound (self, CHAN_TRIGGER, self.noise4, VOL_BASE, ATTN_NONE);
+
+ setattachment(flag, world, "");
+ flag.damageforcescale = autocvar_g_balance_ctf_damageforcescale;
+ flag.takedamage = DAMAGE_YES;
+
+ if(carrier.flagcarried == flag)
+ carrier.flagcarried = world;
+ flag.owner = world;
+
+ flag.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
+ flag.solid = SOLID_TRIGGER;
+ flag.movetype = MOVETYPE_TOSS;
+ // setsize(e, '-16 -16 0', '16 16 74');
+ setorigin(flag, p.origin - '0 0 24' + '0 0 37');
+ flag.cnt = FLAG_DROPPED;
+ flag.velocity = '0 0 300';
+ flag.pain_finished = time + autocvar_g_ctf_flag_returntime;//30;
+
+ trace_startsolid = FALSE;
+ tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
+ if(trace_startsolid)
+ dprint("FLAG FALLTHROUGH will happen SOON\n");
+}
+
+void ctf_FlagThink()
+{
+ 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.cnt == FLAG_CARRY)
+ {
+ if(self.owner)
+ if(flagcaptimerecord)
+ if(time >= self.flagpickuptime + flagcaptimerecord)
+ {
+ bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 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;
+ ReturnFlag(e);
+ ImpulseCommands();
+ self = e;
+ return;
+ }
+ }
+
+ if(self.cnt == FLAG_BASE)
+ return;
+
+ if(self.cnt == 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);
+ LogCTF("returned", self.team, world);
+ ReturnFlag(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");
+ DropFlag(self, world, world);
+ return;
+ }
+
+ if(autocvar_g_ctf_allow_drop)
+ if(e.BUTTON_USE)
+ DropFlag(self, e, world);
+}
+
+void FlagTouch()
+{
+ if(gameover) return;
+
+ local float t;
+ local entity player;
+ local string s, s0, h0, h1;
+ if(other.classname != "player")
+ return;
+ if(other.health < 1) // ignore dead players
+ return;
+
+ if(self.cnt == FLAG_CARRY)
+ return;
+
+ if(self.cnt == FLAG_BASE)
+ if(other.team == self.team)
+ if(other.flagcarried) // he's got a flag
+ if(other.flagcarried.team != self.team) // capture
+ {
+ if(other.flagcarried == world)
+ {
+ return;
+ }
+ if(autocvar_g_ctf_captimerecord_always || player_count - currentbots <= 1) // at most one human
+ {
+ t = time - other.flagcarried.flagpickuptime;
+ s = ftos_decimals(t, 2);
+ s0 = ftos_decimals(flagcaptimerecord, 2);
+ h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
+ h1 = other.netname;
+ if(h0 == h1)
+ h0 = "their";
+ else
+ h0 = strcat(h0, "^7's"); // h0: display text for previous netname
+ if(flagcaptimerecord == 0)
+ {
+ s = strcat(" in ", s, " seconds");
+ flagcaptimerecord = t;
+ db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
+ db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
+ write_recordmarker(other, time - t, t);
+ }
+ else if(t < flagcaptimerecord)
+ {
+ s = strcat(" in ", s, " seconds, breaking ", h0, " previous record of ", s0, " seconds");
+ flagcaptimerecord = t;
+ db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
+ db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
+ write_recordmarker(other, time - t, t);
+ }
+ else
+ {
+ s = strcat(" in ", s, " seconds, failing to break ", h0, " record of ", s0, " seconds");
+ }
+ }
+ else
+ s = "";
+
+ Send_KillNotification (other.netname, other.flagcarried.netname, s, INFO_CAPTUREFLAG, MSG_INFO);
+
+ PlayerTeamScore_Add(other, SP_CTF_CAPS, ST_CTF_CAPS, 1);
+ LogCTF("capture", other.flagcarried.team, other);
+ // give credit to the individual player
+ UpdateFrags(other, ctf_score_value("score_capture"));
+
+ if(autocvar_g_ctf_flag_capture_effects) {
+ if(other.team == COLOR_TEAM1) { // red team scores effect
+ pointparticles(particleeffectnum("red_ground_quake"), self.origin, '0 0 0', 1);
+ flag_cap_ring_spawn(self.origin);
+ }
+ if(other.team == COLOR_TEAM2) { // blue team scores effect
+ pointparticles(particleeffectnum("blue_ground_quake"), self.origin, '0 0 0', 1);
+ flag_cap_ring_spawn(self.origin);
+ }
+ }
+
+ sound (other, CHAN_AUTO, self.noise2, VOL_BASE, ATTN_NONE);
+ WaypointSprite_DetachCarrier(other);
+ if(self.speedrunning)
+ FakeTimeLimit(other, -1);
+ RegenFlag (other.flagcarried);
+ other.flagcarried = world;
+ other.next_take_time = time + 1;
+ }
+
+ if(self.cnt == FLAG_BASE)
+ if(other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
+ if(other.team != self.team)
+ if(!other.flagcarried)
+ if(!other.ctf_captureshielded)
+ {
+ if(other.next_take_time > time)
+ return;
+
+ if(autocvar_g_ctf_flag_pickup_effects) // pickup effect
+ pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
+
+ // pick up
+ self.flagpickuptime = time; // used for timing runs
+ self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
+ if(other.speedrunning)
+ if(flagcaptimerecord)
+ FakeTimeLimit(other, time + flagcaptimerecord);
+ self.solid = SOLID_NOT;
+ setorigin(self, self.origin); // relink
+ self.owner = other;
+ other.flagcarried = self;
+ self.cnt = FLAG_CARRY;
+ self.angles = '0 0 0';
+ //bprint(other.netname, "^7 got the ", self.netname, "\n");
+ Send_KillNotification (other.netname, self.netname, "", INFO_GOTFLAG, MSG_INFO);
+ UpdateFrags(other, ctf_score_value("score_pickup_base"));
+ self.ctf_dropperid = other.playerid;
+ PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
+ LogCTF("steal", self.team, other);
+ sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
+
+ FOR_EACH_PLAYER(player)
+ if(player.team == self.team)
+ centerprint(player, "The enemy got your flag! Retrieve it!");
+
+ self.movetype = MOVETYPE_NONE;
+ setorigin(self, FLAG_CARRY_POS);
+ setattachment(self, other, "");
+ WaypointSprite_AttachCarrier("flagcarrier", other);
+ WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
+ WaypointSprite_Ping(self.sprite);
+
+ return;
+ }
+
+ if(self.cnt == FLAG_DROPPED)
+ {
+ self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
+ if(other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
+ {
+ // return flag
+ Send_KillNotification (other.netname, self.netname, "", INFO_RETURNFLAG, MSG_INFO);
+ //bprint(other.netname, "^7 returned the ", self.netname, "\n");
+
+ // punish the player who last had it
+ FOR_EACH_PLAYER(player)
+ if(player.playerid == self.ctf_dropperid)
+ {
+ PlayerScore_Add(player, SP_SCORE, -ctf_score_value("penalty_returned"));
+ ctf_captureshield_update(player, 0); // shield only
+ }
+
+ // punish the team who was last carrying it
+ if(self.team == COLOR_TEAM1)
+ TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, -ctf_score_value("penalty_returned"));
+ else
+ TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, -ctf_score_value("penalty_returned"));
+
+ // reward the player who returned it
+ if(other.playerid == self.playerid) // is this the guy who killed the FC last?
+ {
+ if(other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
+ UpdateFrags(other, ctf_score_value("score_return_by_killer"));
+ else
+ UpdateFrags(other, ctf_score_value("score_return_rogue_by_killer"));
+ }
+ else
+ {
+ if(other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
+ UpdateFrags(other, ctf_score_value("score_return"));
+ else
+ UpdateFrags(other, ctf_score_value("score_return_rogue"));
+ }
+ PlayerScore_Add(other, SP_CTF_RETURNS, 1);
+ LogCTF("return", self.team, other);
+ sound (other, CHAN_AUTO, self.noise1, VOL_BASE, ATTN_NONE);
+ ReturnFlag(self);
+ }
+ else if(!other.flagcarried && (other.playerid != self.ctf_dropperid || time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect))
+ {
+ if(self.waypointsprite_attachedforcarrier)
+ WaypointSprite_DetachCarrier(self);
+
+ if(autocvar_g_ctf_flag_pickup_effects) // field pickup effect
+ pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
+
+ // pick up
+ self.solid = SOLID_NOT;
+ setorigin(self, self.origin); // relink
+ self.owner = other;
+ other.flagcarried = self;
+ self.cnt = FLAG_CARRY;
+ Send_KillNotification (other.netname, self.netname, "", INFO_PICKUPFLAG, MSG_INFO);
+ //bprint(other.netname, "^7 picked up the ", self.netname, "\n");
+
+ float f;
+ f = bound(0, (self.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1);
+ //print("factor is ", ftos(f), "\n");
+ f = ctf_score_value("score_pickup_dropped_late") * (1-f)
+ + ctf_score_value("score_pickup_dropped_early") * f;
+ f = floor(f + 0.5);
+ self.ctf_dropperid = other.playerid;
+ //print("score is ", ftos(f), "\n");
+
+ UpdateFrags(other, f);
+ PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
+ LogCTF("pickup", self.team, other);
+ sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
+
+ FOR_EACH_PLAYER(player)
+ if(player.team == self.team)
+ centerprint(player, "The enemy got your flag! Retrieve it!");
+
+ self.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
+ setorigin(self, FLAG_CARRY_POS);
+ setattachment(self, other, "");
+ self.damageforcescale = 0;
+ self.takedamage = DAMAGE_NO;
+ WaypointSprite_AttachCarrier("flagcarrier", other);
+ WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
+ }
+ }
+}
+
+
+
+// ============================================
+// Spawnfunc Section - aka "giant f%$!ing mess"
+// ============================================
+
+/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
+CTF Starting point for a player in team one (Red).
+Keys: "angle" viewing angle when spawning. */
+void spawnfunc_info_player_team1()
+{
+ if(g_assault) { remove(self); return; }
+
+ self.team = COLOR_TEAM1; // red
+ spawnfunc_info_player_deathmatch();
+}
+
+
+/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
+CTF Starting point for a player in team two (Blue).
+Keys: "angle" viewing angle when spawning. */
+void spawnfunc_info_player_team2()
+{
+ if(g_assault) { remove(self); return; }
+
+ self.team = COLOR_TEAM2; // blue
+ spawnfunc_info_player_deathmatch();
+}
+
+/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
+CTF Starting point for a player in team three (Yellow).
+Keys: "angle" viewing angle when spawning. */
+void spawnfunc_info_player_team3()
+{
+ if(g_assault) { remove(self); return; }
+
+ self.team = COLOR_TEAM3; // yellow
+ spawnfunc_info_player_deathmatch();
+}
+
+
+/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
+CTF Starting point for a player in team four (Purple).
+Keys: "angle" viewing angle when spawning. */
+void spawnfunc_info_player_team4()
+{
+ if(g_assault) { remove(self); return; }
+
+ self.team = COLOR_TEAM4; // purple
+ spawnfunc_info_player_deathmatch();
+}
+
+/*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag for team one (Red). Multiple flags are allowed.
+Keys:
+"angle" Angle the flag will point (minus 90 degrees)...
+"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
+"noise" sound played when flag is picked up (default ctf/take.wav)...
+"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
+"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
+"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
+void spawnfunc_item_flag_team1()
+{
+ if(!g_ctf) { remove(self); return; }
+
+ ctf_SetupFlag(1, self);
+}
+
+/*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag for team two (Blue). Multiple flags are allowed.
+Keys:
+"angle" Angle the flag will point (minus 90 degrees)...
+"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
+"noise" sound played when flag is picked up (default ctf/take.wav)...
+"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
+"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
+"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
+void spawnfunc_item_flag_team2()
+{
+ if(!g_ctf) { remove(self); return; }
+
+ ctf_SetupFlag(0, self);
+}
+
+
+/*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
+Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
+Note: If you use spawnfunc_ctf_team entities you must define at least 2! However, unlike domination, you don't need to make a blank one too.
+Keys:
+"netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
+"cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
+void spawnfunc_ctf_team()
+{
+ if(!g_ctf) { remove(self); return; }
+
+ self.classname = "ctf_team";
+ self.team = self.cnt + 1;
+}
+
+// code from here on is just to support maps that don't have control point and team entities
+void ctf_spawnteam (string teamname, float teamcolor)
+{
+ local entity oldself;
+ oldself = self;
+ self = spawn();
+ self.classname = "ctf_team";
+ self.netname = teamname;
+ self.cnt = teamcolor;
+
+ spawnfunc_ctf_team();
+
+ self = oldself;
+}
+
+// spawn some default teams if the map is not set up for ctf
+void ctf_spawnteams()
+{
+ float numteams;
+
+ numteams = 2;//cvar("g_ctf_default_teams");
+
+ ctf_spawnteam("Red", COLOR_TEAM1 - 1);
+ ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
+}
+
+void ctf_delayedinit()
+{
+ // if no teams are found, spawn defaults
+ if(find(world, classname, "ctf_team") == world)
+ {
+ ctf_spawnteam("Red", COLOR_TEAM1 - 1);
+ ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
+ }
+
+ ScoreRules_ctf();
+}
+
+void ctf_Initialize()
+{
+ InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
+ flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
+
+ captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
+ captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
+ captureshield_force = autocvar_g_ctf_shield_force;
+
+
+//#NO AUTOCVARS START
+ g_ctf_win_mode = cvar("g_ctf_win_mode");
+//#NO AUTOCVARS END
+}
+
+
+MUTATOR_DEFINITION(gamemode_ctf)
+{
+ MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
+ MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDies, ctf_Scoring, 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(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
+
+ MUTATOR_ONADD
+ {
+ if(time > 1) // game loads at time 1
+ error("This is a game type and it cannot be added at runtime.");
+ g_ctf = 1;
+ ctf_Initialize();
+ }
+
+ MUTATOR_ONREMOVE
+ {
+ g_ctf = 0;
+ error("This is a game type and it cannot be removed at runtime.");
+ }
+
+ return TRUE;
+}
\ No newline at end of file