set g_ctf_throw_velocity 500 "how far a player can throw the flag"
set g_ctf_allow_pass 1 "allow passing of flags to nearby team mates"
set g_ctf_pass_radius 200 "maximum radius that you can pass to a team mate in"
-set g_Ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it"
+set g_ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it"
set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)"
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
-float g_ctf_ignore_frags;
float g_race_qualifying;
float inWarmupStage;
float g_pickup_respawntime_weapon;
}
f = 0;
}
- else if(g_ctf) // FIXCTF
- {
- if(g_ctf_ignore_frags)
- f = 0;
- }
}
attacker.totalfrags += f;
MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
{
frag_score = 0; // no frags counted in ctf
- return (g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
+ return (autocvar_g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
}
MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
if(g_ctf)
{
ActivateTeamplay();
- g_ctf_ignore_frags = autocvar_g_ctf_ignore_frags;
fraglimit_override = autocvar_capturelimit_override;
leadlimit_override = autocvar_captureleadlimit_override;
MUTATOR_ADD(gamemode_ctf);