thirtyflightsofloving/3zb2/g_ctf.h
Knightmare66 95295401a4 Added support for custom client railgun colors in 3ZB2, Awakening2, and Zaero DLLs.
Added weapon balancing and tech control cvars to 3ZB2 DLL.
Added Vampire and Ammogen techs to 3ZB2 game DLL.
Fixed func_door_secret movement bug (when built with origin brush) in Zaero DLL.
Fixed armor stacking bug in default Lazarus, missionpack, and Zaero DLLs.
Removed unused tech cvars in default Lazarus DLL.
Changed parsing of TE_BLASTER_COLORED tempent.
2021-10-31 03:53:09 -04:00

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C

#ifndef _CTF
#define _CTF
#define CTF_VERSION 1.02
#define CTF_VSTRING2(x) #x
#define CTF_VSTRING(x) CTF_VSTRING2(x)
#define CTF_STRING_VERSION CTF_VSTRING(CTF_VERSION)
#define STAT_CTF_TEAM1_PIC 17
#define STAT_CTF_TEAM1_CAPS 18
#define STAT_CTF_TEAM2_PIC 19
#define STAT_CTF_TEAM2_CAPS 20
#define STAT_CTF_FLAG_PIC 21
#define STAT_CTF_JOINED_TEAM1_PIC 22
#define STAT_CTF_JOINED_TEAM2_PIC 23
#define STAT_CTF_TEAM1_HEADER 24
#define STAT_CTF_TEAM2_HEADER 25
#define STAT_CTF_TECH 26
#define STAT_CTF_ID_VIEW 27
typedef enum {
CTF_NOTEAM,
CTF_TEAM1,
CTF_TEAM2
} ctfteam_t;
typedef enum {
CTF_STATE_START,
CTF_STATE_PLAYING
} ctfstate_t;
typedef enum {
CTF_GRAPPLE_STATE_FLY,
CTF_GRAPPLE_STATE_PULL,
CTF_GRAPPLE_STATE_HANG
} ctfgrapplestate_t;
extern cvar_t *ctf;
#define CTF_TEAM1_SKIN "ctf_r"
#define CTF_TEAM2_SKIN "ctf_b"
#define DF_CTF_FORCEJOIN 131072
#define DF_ARMOR_PROTECT 262144
#define DF_CTF_NO_TECH 524288
#define CTF_CAPTURE_BONUS 15 // what you get for capture
#define CTF_TEAM_BONUS 10 // what your team gets for capture
#define CTF_RECOVERY_BONUS 1 // what you get for recovery
#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME 40 // seconds until auto return
#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier
#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag
#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately
#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately
#define CTF_TARGET_PROTECT_RADIUS 400 // the radius around an object being defended where a target will be worth extra frags
#define CTF_ATTACKER_PROTECT_RADIUS 400 // the radius around an object being defended where an attacker will get extra frags when making kills
#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8
#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10
#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10
#define CTF_AUTO_FLAG_RETURN_TIMEOUT 30 // number of seconds before dropped flag auto-returns
#define CTF_TECH_TIMEOUT 60 // seconds before techs spawn again
#define CTF_GRAPPLE_SPEED 650 // speed of grapple in flight
#define CTF_GRAPPLE_PULL_SPEED 650 // speed player is pulled at
void CTFInit(void);
void SP_info_player_team1(edict_t *self);
void SP_info_player_team2(edict_t *self);
char *CTFTeamName(int team);
char *CTFOtherTeamName(int team);
void CTFAssignSkin(edict_t *ent, char *s);
void CTFAssignTeam(gclient_t *who);
edict_t *SelectCTFSpawnPoint (edict_t *ent);
qboolean CTFPickup_Flag(edict_t *ent, edict_t *other);
qboolean CTFDrop_Flag(edict_t *ent, gitem_t *item);
void CTFEffects(edict_t *player);
void CTFCalcScores(void);
void SetCTFStats(edict_t *ent);
void CTFDeadDropFlag(edict_t *self);
void CTFScoreboardMessage (edict_t *ent, edict_t *killer);
void CTFTeam_f (edict_t *ent);
void CTFID_f (edict_t *ent);
void CTFSay_Team(edict_t *who, char *msg);
void CTFFlagSetup (edict_t *ent);
void CTFResetFlag(int ctf_team);
void CTFFragBonuses(edict_t *targ, edict_t *inflictor, edict_t *attacker);
void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker);
// GRAPPLE
void CTFWeapon_Grapple (edict_t *ent);
void CTFPlayerResetGrapple(edict_t *ent);
void CTFGrapplePull(edict_t *self);
void CTFResetGrapple(edict_t *self);
//TECH
gitem_t *CTFWhat_Tech(edict_t *ent);
qboolean CTFPickup_Tech (edict_t *ent, edict_t *other);
void CTFDrop_Tech(edict_t *ent, gitem_t *item);
void CTFDeadDropTech(edict_t *ent);
void CTFSetupTechSpawn(void);
int CTFApplyResistance(edict_t *ent, int dmg);
int CTFApplyStrength(edict_t *ent, int dmg);
qboolean CTFApplyStrengthSound(edict_t *ent);
qboolean CTFApplyHaste(edict_t *ent);
void CTFApplyHasteSound(edict_t *ent);
void CTFApplyRegeneration(edict_t *ent);
qboolean CTFHasRegeneration(edict_t *ent);
void CTFApplyVampire(edict_t *ent, int dmg);
void CTFApplyVampireSound(edict_t *ent);
void CTFApplyAmmogen (edict_t *attacker, edict_t *targ);
void CTFApplyAmmogenSound(edict_t *ent);
void CTFRespawnTech(edict_t *ent);
void CTFResetTech (void);
//void CheckNumTechs (void);
//void Cmd_TechCount_f (edict_t *ent);
void CTFOpenJoinMenu(edict_t *ent);
qboolean CTFStartClient(edict_t *ent);
qboolean CTFCheckRules(void);
void SP_misc_ctf_banner (edict_t *ent);
void SP_misc_ctf_small_banner (edict_t *ent);
extern char *ctf_statusbar;
void UpdateChaseCam(edict_t *ent);
void ChaseNext(edict_t *ent);
void ChasePrev(edict_t *ent);
void SP_trigger_teleport (edict_t *ent);
void SP_info_teleport_destination (edict_t *ent);
#endif