// Copyright (C) 1999-2000 Id Software, Inc. // #define CTF_CAPTURE_BONUS 100 // what you get for capture #define CTF_TEAM_BONUS 25 // what your team gets for capture #define CTF_RECOVERY_BONUS 10 // what you get for recovery #define CTF_FLAG_BONUS 10 // what you get for picking up enemy flag #define CTF_FRAG_CARRIER_BONUS 20 // what you get for fragging enemy flag carrier #define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return #define CTF_CARRIER_DANGER_PROTECT_BONUS 5 // bonus for fraggin someone who has recently hurt your flag carrier #define CTF_CARRIER_PROTECT_BONUS 2 // bonus for fraggin someone while either you or your target are near your flag carrier #define CTF_FLAG_DEFENSE_BONUS 10 // bonus for fraggin someone while either you or your target are near your flag #define CTF_RETURN_FLAG_ASSIST_BONUS 10 // awarded for returning a flag that causes a capture to happen almost immediately #define CTF_FRAG_CARRIER_ASSIST_BONUS 10 // award for fragging a flag carrier if a capture happens almost immediately #define CTF_TARGET_PROTECT_RADIUS 1000 // the radius around an object being defended where a target will be worth extra frags #define CTF_ATTACKER_PROTECT_RADIUS 1000 // the radius around an object being defended where an attacker will get extra frags when making kills #define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8000 #define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10000 #define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10000 #define CTF_GRAPPLE_SPEED 750 // speed of grapple in flight #define CTF_GRAPPLE_PULL_SPEED 750 // speed player is pulled at #define OVERLOAD_ATTACK_BASE_SOUND_TIME 20000 // Prototypes int OtherTeam(int team); const char *TeamName(int team); const char *OtherTeamName(int team); const char *TeamColorString(int team); void AddTeamScore(vec3_t origin, int team, int score); void Team_DroppedFlagThink(gentity_t *ent); void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker); void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker); void Team_InitGame(void); void Team_ReturnFlag(int team); void Team_FreeEntity(gentity_t *ent); gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ); gentity_t *SelectSagaSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ); gentity_t *Team_GetLocation(gentity_t *ent); qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen); void TeamplayInfoMessage( gentity_t *ent ); void CheckTeamStatus(void); int Pickup_Team( gentity_t *ent, gentity_t *other );