// Rogue Teamplay Variants // Jan'97 by ZOID // Under contract to id software for Rogue Entertainment // New entity fields .float steam; // selected team .float suicide_count; // how many times has this player done something silly? .float ctf_flags; // various flags for CTF .float ctf_killed; // used for base spawning .float ctf_flagsince; // when we picked up the flag .float ctf_lasthurtcarrier; // when we last hurt the carrier .float ctf_lastreturnedflag; // when we returned the flag .float ctf_lastfraggedcarrier; // when we last fragged the carrier float TEAM1 = 5; // color of team1 (red), note that this is self.team which //is one more than the color setting, so 'color 4' is red. float TEAM2 = 14; // color of team2 (blue), note that this is self.team which //is one more than the color setting, so 'color 13' is blue. float TEAM3 = 1; // color of team3 (grey) in alt CTF entity team1_lastspawn; // last spawn spot for team1 entity team2_lastspawn; // last spawn spot for team2 float nextteamupdtime; // next time for a broadcast update // TEAMPLAY VALUES float TEAM_NORMAL_NODAMAGE = 1; // id's normal teamplay, can't hurt self float TEAM_NORMAL_DAMAGE = 2; // id's alt teamplay, can hurt self/team float TEAM_DMATCH_TAG = 3; // deathmatch tag, no 'team' stuff float TEAM_CTF = 4; // regular CTF, locked colors float TEAM_CTF_ONEFLAG = 5; // one flag CTF float TEAM_CTF_ALT = 6; // alternate CTF (three teams) // gamecfg cvar fields float GAMECFG_ENABLE_RUNES = 1; // enable runes (default is disabled) float GAMECFG_TEAM_ARMOR_DMG = 2; // 2 team damage affects armor (default is not) float GAMECFG_TEAM_HEALTH_DMG = 4; // 4 team damage affects health (default is not) float GAMECFG_USE_COLOR = 8; // use color player joins as (if you join and start with blue, you will go // to blue team, same with red/green. If you are an illegal color, you'll // get assigned). float GAMECFG_ALLOW_CHG = 16; // allow people to change teams float CTF_CAPTURE_BONUS = 15; // what you get for capture float CTF_TEAM_BONUS = 10; // what your team gets for capture float CTF_ALT_CAPTURE_BONUS = 8; // what you get for capture float CTF_ALT_TEAM_BONUS = 4; // what your team gets for capture float CTF_RECOVERY_BONUS = 1; // what you get for recovery float CTF_FLAG_BONUS = 0; // what you get for picking up enemy flag float CTF_FRAG_CARRIER_BONUS = 2; // what you get for fragging enemy flag carrier float CTF_FLAG_RETURN_TIME = 40; // seconds until auto return float CTF_CARRIER_DANGER_PROTECT_BONUS = 2; // bonus for fraggin someone // who has recently hurt your flag carrier float CTF_CARRIER_PROTECT_BONUS = 1; // bonus for fraggin someone while // either you or your target are near your flag carrier float CTF_FLAG_DEFENSE_BONUS = 1; // bonus for fraggin someone while // either you or your target are near your flag float CTF_RETURN_FLAG_ASSIST_BONUS = 1; // awarded for returning a flag that causes a // capture to happen almost immediately float CTF_FRAG_CARRIER_ASSIST_BONUS = 2; // award for fragging a flag carrier if a // capture happens almost immediately float CTF_TARGET_PROTECT_RADIUS = 400; // the radius around an object being // defended where a target will be worth extra frags float CTF_ATTACKER_PROTECT_RADIUS = 400; // the radius around an object being // defended where an attacker will get extra frags when making kills float CTF_CARRIER_DANGER_PROTECT_TIMEOUT = 4; float CTF_CARRIER_FLAG_SINCE_TIMEOUT = 2; float CTF_FRAG_CARRIER_ASSIST_TIMEOUT = 6; float CTF_RETURN_FLAG_ASSIST_TIMEOUT = 4; float CTF_UPDATE_TIME = 120; // CTF flags float CTF_FLAG_FLAG = 1; // palyer has flag in one flag mode float CTF_FLAG_TEAM1 = 1; // player has team1's flag float CTF_FLAG_TEAM2 = 2; // player has team2's flag float CTF_FLAG_STUFF_COLOR = 4; // gotta stuff his color // flag status used in cnt field of flag float FLAG_AT_BASE = 0; float FLAG_CARRIED = 1; float FLAG_DROPPED = 2; // Prototypes float() W_BestWeapon; void() W_SetCurrentAmmo; void() bound_other_ammo; void(float o, float n) Deathmatch_Weapon; void() BackpackTouch; void(entity comboOwner) EnableComboWeapons; // Return a name for the color of a team string(float Team) GetTeamColor = { if(Team == 1) return("White"); else if(Team == 2) return("Brown"); else if(Team == 3) return("Light blue"); else if(Team == 4) return("Green"); else if(Team == 5) return("Red"); else if(Team == 6) return("Olive"); else if(Team == 7) return("Orange"); else if(Team == 8) return("Peech"); else if(Team == 9) return("Purple"); else if(Team == 10) return("Majenta"); else if(Team == 11) return("Grey"); else if(Team == 12) return("Aqua"); else if(Team == 13) return("Yellow"); else if(Team == 14) return("Blue"); return "Unknown"; }; string(float Team) GetCTFTeam = { if (Team == TEAM1) return "ÒÅÄ"; else if (Team == TEAM2) return "ÂÌÕÅ"; else if (Team == TEAM3) return "ÇÒÅÙ"; return "UNKNOWN"; }; /* ================ TeamArmorDam Return TRUE if the target's armor can take damage from this attacker. ================ */ float(entity targ, entity inflictor, entity attacker, float damage) TeamArmorDam = { if (teamplay <= 0) return TRUE; // PGM bug? fix // teamplay modes 4,5,6 protect armor if ((teamplay == TEAM_CTF || teamplay == TEAM_CTF_ONEFLAG || teamplay == TEAM_CTF_ALT) && attacker.steam == targ.steam && attacker != targ && !(cvar("gamecfg") & GAMECFG_TEAM_ARMOR_DMG)) { // Armor is protected return FALSE; } return TRUE; }; /* ================ TeamHealthDam Return TRUE if the target can take health damage from this attacker. ================ */ float(entity targ, entity inflictor, entity attacker, float damage) TeamHealthDam = { if (teamplay <= 0) return TRUE; if (teamplay == TEAM_NORMAL_NODAMAGE && attacker.steam == targ.steam) return FALSE; // teamplay modes 4,5,6 protect health if ((teamplay == TEAM_CTF || teamplay == TEAM_CTF_ONEFLAG || teamplay == TEAM_CTF_ALT) && attacker.steam == targ.steam && attacker != targ && !(cvar("gamecfg") & GAMECFG_TEAM_HEALTH_DMG)) { // Health is protected return FALSE; } return TRUE; }; void(entity who) TeamResetCarrier = { local entity head; // When the flag carrier dies, reset the last_hurt_carrier field in // all players on the opposite team from the flag carrier. The carrier // has been killed, so there is no longer a reason to award points for // killing off his assailants if (teamplay >= TEAM_CTF && (who.ctf_flags & (CTF_FLAG_TEAM1 | CTF_FLAG_TEAM2))) { head = find(world, classname, "player"); while (head != world) { if (teamplay == TEAM_CTF_ONEFLAG || ((who.ctf_flags & CTF_FLAG_TEAM1) && head.steam == TEAM1) || ((who.ctf_flags & CTF_FLAG_TEAM2) && head.steam == TEAM2)) head.ctf_lasthurtcarrier = -10; head = find(head, classname, "player"); } } }; void(entity targ, entity attacker) TeamAssists = { local float flag_radius; local float flag_carrier_radius; local string s; local entity head; if ((targ.ctf_flags & (CTF_FLAG_TEAM1 | CTF_FLAG_TEAM2)) && targ.steam != attacker.steam) { //ZOID: one team fragged the other team's flag carrier // Mark the attacker with the time at which he killed the flag // carrier, for awarding assist points attacker.ctf_lastfraggedcarrier = time; // give player only the normal amount of frags // if the carrier has only had the flag for a few seconds, to // prevent ppl intentionally allowing enemies to grab the flag, // then immediately fragging them if (targ.ctf_flagsince + CTF_CARRIER_FLAG_SINCE_TIMEOUT > time) { sprint(attacker, "Enemy flag carrier killed, no bonus\n"); } else { attacker.frags = attacker.frags + CTF_FRAG_CARRIER_BONUS; sprint(attacker, "Enemy flag carrier killed: "); s = ftos(CTF_FRAG_CARRIER_BONUS); sprint(attacker, s); sprint(attacker, " bonus frags\n"); } } // This code checks for all game-critical kills OTHER THAN fragging the enemy // flag carrier, like killing players who are trying to kill your flag carrier // or trying to grab your flag, and hands out bonus frags. // The two variables below track whether special bonus frags have already // been awarded for the attacker or target being near the flag or flag carrier. flag_radius = 0; flag_carrier_radius = 0; // get a string for the attacker's team now, for later announcements s = GetCTFTeam(attacker.steam); if ((targ.ctf_lasthurtcarrier + CTF_CARRIER_DANGER_PROTECT_TIMEOUT > time) && !(attacker.ctf_flags & (CTF_FLAG_TEAM1 | CTF_FLAG_TEAM2))) { // a player on the same team as the flag carrier killed // someone who recently shot the flag carrier attacker.frags = attacker.frags + CTF_CARRIER_DANGER_PROTECT_BONUS; flag_carrier_radius = 1; // NOTE: getting CARRIER_DANGER_PROTECT_BONUS precludes getting // other kinds of bonuses for defending the flag carrier, since // it's worth more points bprint(attacker.netname); bprint(" defends "); bprint(s); bprint("'s flag carrier against an agressive enemy\n"); } // Bonusus for defending the flag carrier or the flag itself. // Extra frags are awarded if either the attacker or the target are // 1. within 40 feet of a flag carrier on the same team as the attacker // 2. within 40 feet of the attacker's flag // These bonuses are cumulative with respect to defending both the // flag and the flag carrier at the same time, but not cumulative with // respect to both the target and attacker being near the object being defended // find flags or flag carriers within a radius of the attacker head = findradius(attacker.origin, CTF_ATTACKER_PROTECT_RADIUS); while (head) { if (head.classname == "player") { if ( (head.steam == attacker.steam) && (head.ctf_flags & (CTF_FLAG_TEAM1 | CTF_FLAG_TEAM2)) && (head != attacker) && // self defense (!flag_carrier_radius) ) { // attacker was near his own flag carrier attacker.frags = attacker.frags + CTF_CARRIER_PROTECT_BONUS; flag_carrier_radius = 1; bprint(attacker.netname); bprint(" defends "); bprint(s); bprint("'s flag carrier\n"); } } if ((attacker.steam == TEAM1 && head.classname == "item_flag_team1") || (attacker.steam == TEAM2 && head.classname == "item_flag_team2") || head.classname == "item_flag") { // one flag mode // attacker was near his own flag attacker.frags = attacker.frags + CTF_FLAG_DEFENSE_BONUS; flag_radius = 1; bprint(attacker.netname); bprint(" defends the"); if (teamplay != TEAM_CTF_ONEFLAG) { bprint(" "); bprint(s); } bprint(" flag\n"); } head = head.chain; } // find flags or flag carriers within a radius from the target head = findradius(targ.origin, CTF_TARGET_PROTECT_RADIUS); while (head) { if (head.classname == "player") { if ( (head.steam == attacker.steam) && (head.ctf_flags & (CTF_FLAG_TEAM1 | CTF_FLAG_TEAM2)) && (head != attacker) && (!flag_carrier_radius)) { // prevents redundant points awarded // target was near attacker's flag carrier attacker.frags = attacker.frags + CTF_CARRIER_PROTECT_BONUS; flag_carrier_radius = 1; bprint(attacker.netname); bprint(" defends "); bprint(s); bprint("'s flag carrier\n"); } } if ((attacker.steam == TEAM1 && head.classname == "item_flag_team1") || (attacker.steam == TEAM2 && head.classname == "item_flag_team2") || head.classname == "item_flag" && // one flag mode (!flag_radius)) { // prevents redundant points awarded // target was near attacker's flag attacker.frags = attacker.frags + CTF_FLAG_DEFENSE_BONUS; flag_radius = 1; bprint(attacker.netname); bprint(" defends the"); if (teamplay != TEAM_CTF_ONEFLAG) { bprint(" "); bprint(s); } bprint(" flag\n"); } head = head.chain; } }; /* ================== TeamColorIsLegal Return TRUE if the indicated color is legal ================== */ float(float color) TeamColorIsLegal = { // All colors are legal if teamplay is not CTF if( teamplay < TEAM_CTF) { if (color > 0) return TRUE; return FALSE; } // In regular CTF and CTF_ONEFLAG, only two colors are legal if (teamplay == TEAM_CTF || teamplay == TEAM_CTF_ONEFLAG) if (color == TEAM1 || color == TEAM2) return TRUE; else return FALSE; // In ALT CTF, three colors are legal if (teamplay == TEAM_CTF_ALT) if (color == TEAM1 || color == TEAM2 || color == TEAM3) return TRUE; else return FALSE; // dunno what teamplay we're in, let'em all be ok return TRUE; }; /* TeamSetSkin - set the skin of the player model to the apropriate skin based on team and teamplay settings. */ void() TeamSetSkin = { self.skin = 0; if (deathmatch) { if (teamplay >= TEAM_CTF) self.skin = 1; } /* if ( deathmatch ) { if ( teamplay >= TEAM_CTF ) { // if (self.team == TEAM3) // self.skin = 2; // else self.skin = 1; } if ( teamplay < TEAM_CTF ) self.skin = 1; else { if (self.team == TEAM1) self.skin = 2; else if (self.team == TEAM2) self.skin = 3; else if (self.team == TEAM3) self.skin = 4; } } */ }; /* ================== TeamCheckTeam Check if the team self is on is legal, and put self in a legal team if not. ================== */ void() TeamCheckTeam = { local float team1count; local float team2count; local float team3count; local float newcolor; local float t; local entity p; local string n; if (self.steam >= 0 || teamplay < TEAM_CTF) { if(TeamColorIsLegal(self.team)) { self.steam = self.team; TeamSetSkin(); return; } } // Assign the player to a team. // Sum the players on all the teams. team1count = 0; team2count = 0; team3count = 0; p = find (world, classname, "player"); while(p) { if (p != self) { if (p.steam == TEAM1) team1count = team1count + 1; else if (p.steam == TEAM2) team2count = team2count + 1; else if (p.steam == TEAM3) team3count = team3count + 1; } p = find(p, classname, "player"); } // Find the team with the least players. newcolor = TEAM1; t = team1count; if (team2count < t || (team2count == t && random() < 0.5)) { newcolor = TEAM2; t = team2count; } // in CTF_ALT, there's three teams team3count = team3count * 2; // grey team only gets half as many players if (teamplay == TEAM_CTF_ALT && team3count < t) { newcolor = TEAM3; t = team3count; } // Put the player on a the new team. self.ctf_flags = self.ctf_flags | CTF_FLAG_STUFF_COLOR; n = GetCTFTeam(newcolor); sprint(self, "You have been assigned to "); sprint(self, n); sprint(self, " team.\n"); self.steam = newcolor; // Remember what team we're on self.team = newcolor; TeamSetSkin(); }; /* Check for team changing and perform whatever actions are neccessary. */ void() TeamCheckLock = { local float n; local string s; if (!deathmatch || teamplay < TEAM_CTF) { // all colors are legal, no force self.steam = self.team; return; } if (self.ctf_flags & CTF_FLAG_STUFF_COLOR) { self.ctf_flags = self.ctf_flags - CTF_FLAG_STUFF_COLOR; stuffcmd(self, "color "); n = self.steam - 1; s = ftos(n); stuffcmd(self, s); stuffcmd(self, "\n"); TeamSetSkin(); return; } if (!TeamColorIsLegal(self.team) && self.team == self.steam) self.steam = -1; // full reset // Check to see if the player has changed colors if (self.team != self.steam) { if (self.steam >= 0) { if (TeamColorIsLegal(self.steam)) { if (!(cvar("gamecfg") & GAMECFG_ALLOW_CHG)) { // changing teams sucks, kill him // if he has tried to change teams several // times, kick him off the server. if (self.suicide_count > 3) { sprint(self, "You were told you can't change teams.\nGo play color games somewhere else.\n"); stuffcmd(self, "disconnect\n"); bprint(self.netname); bprint(" has bad color sense\n"); } // case base respawn if (self.ctf_killed != 1) self.ctf_killed = 2; T_Damage(self,self,self,1000); // Kill the player // trying to change teams counts as a suicide self.suicide_count = self.suicide_count + 1; sprint(self, "You cannot change teams.\n"); stuffcmd(self, "color "); n = self.steam - 1; s = ftos(n); stuffcmd(self, s); stuffcmd(self, "\n"); self.team = self.steam; return; } } else { // If we're on an illegal team, force a change. self.steam = -50; } } if (self.steam > 0) { // case base respawn if (self.ctf_killed != 1) self.ctf_killed = 2; T_Damage(self,self,self,1000); // Kill the player } self.frags = 0; // Zero out frags TeamCheckTeam(); // re-assignment } }; /* Toss out a backpack containing some ammo from your current weapon, and any weapons you don't have. */ void() TossBackpack = { local entity item; // If we don't have any ammo, return if(self.currentammo <= 0) return; // only valid in teamplay modes if (teamplay < 1) return; item = spawn(); // See if you have the Shotgun or Super Shotgun on if ((self.weapon == IT_SHOTGUN) || (self.weapon == IT_SUPER_SHOTGUN)) { if( self.ammo_shells1 >= 20 ) { item.ammo_shells1 = 20; self.ammo_shells1 = self.ammo_shells1 - 20; } else { item.ammo_shells1 = self.ammo_shells1; self.ammo_shells1 = 0; } } // See if you have neither the Shotgun or Super Shotgun if ( !(self.items & IT_SHOTGUN) && !(self.items & IT_SUPER_SHOTGUN)) { if( self.ammo_shells1 >= 20 ) { item.ammo_shells1 = 20; self.ammo_shells1 = self.ammo_shells1 - 20; } else { item.ammo_shells1 = self.ammo_shells1; self.ammo_shells1 = 0; } } // See if we are using a nailgun if ((self.weapon == IT_NAILGUN) || (self.weapon == IT_SUPER_NAILGUN) ) { if( self.ammo_nails1 >= 20 ) { item.ammo_nails1 = 20; self.ammo_nails1 = self.ammo_nails1 - 20; } else { item.ammo_nails1 = self.ammo_nails1; self.ammo_nails1 = 0; } } // See if we are using the lava nailguns if ((self.weapon == IT_LAVA_NAILGUN) || (self.weapon == IT_LAVA_SUPER_NAILGUN) ) { if( self.ammo_lava_nails >= 20 ) { item.ammo_lava_nails = 20; self.ammo_lava_nails = self.ammo_lava_nails - 20; } else { item.ammo_lava_nails = self.ammo_lava_nails; self.ammo_lava_nails = 0; } } // Check to see if we have neither nailgun if (!(self.items & IT_NAILGUN) && !(self.items & IT_SUPER_NAILGUN)) { // put both regular and lava nails in if (self.ammo_nails1 >= 20) { item.ammo_nails1 = 20; self.ammo_nails1 = self.ammo_nails1 - 20; } else { item.ammo_nails1 = self.ammo_nails1; self.ammo_nails1 = 0; } if( self.ammo_lava_nails >= 20 ) { item.ammo_lava_nails = 20; self.ammo_lava_nails = self.ammo_lava_nails - 20; } else { item.ammo_lava_nails = self.ammo_lava_nails; self.ammo_lava_nails = 0; } } // See if we are using a grenade or rocket launcher if ((self.weapon == IT_GRENADE_LAUNCHER) || (self.weapon == IT_ROCKET_LAUNCHER)) { if( self.ammo_rockets1 >= 10 ) { item.ammo_rockets1 = 10; self.ammo_rockets1 = self.ammo_rockets1 - 10; } else { item.ammo_rockets1 = self.ammo_rockets1; self.ammo_rockets1 = 0; } } // See if we are using the multi grenade or rocket launcher if ((self.weapon == IT_MULTI_GRENADE) || (self.weapon == IT_MULTI_ROCKET)) { if (self.ammo_multi_rockets >= 10 ) { item.ammo_multi_rockets = 10; self.ammo_multi_rockets = self.ammo_multi_rockets - 10; } else { item.ammo_multi_rockets = self.ammo_multi_rockets; self.ammo_multi_rockets = 0; } } // See if we have neither the Grenade or rocket launcher if ( !(self.items & IT_GRENADE_LAUNCHER) && !(self.items & IT_ROCKET_LAUNCHER) ) { if( self.ammo_rockets1 >= 10 ) { item.ammo_rockets1 = 10; self.ammo_rockets1 = self.ammo_rockets1 - 10; } else { item.ammo_rockets1 = self.ammo_rockets1; self.ammo_rockets1 = 0; } if (self.ammo_multi_rockets >= 10 ) { item.ammo_multi_rockets = 10; self.ammo_multi_rockets = self.ammo_multi_rockets - 10; } else { item.ammo_multi_rockets = self.ammo_multi_rockets; self.ammo_multi_rockets = 0; } } // See if we're using the lightning gun if (self.weapon == IT_LIGHTNING) { if( self.ammo_cells1 >= 20 ) { item.ammo_cells1 = 20; self.ammo_cells1 = self.ammo_cells1 - 20; } else { item.ammo_cells1 = self.ammo_cells1; self.ammo_cells1 = 0; } } // see if we are using the plasma gun if (self.weapon == IT_PLASMA_GUN) { if( self.ammo_plasma >= 10 ) { item.ammo_plasma = 10; self.ammo_plasma = self.ammo_plasma - 10; } else { item.ammo_plasma = self.ammo_plasma; self.ammo_plasma = 0; } } // see if we don't have the lightning gun if (!(self.items & IT_LIGHTNING)) { if( self.ammo_cells1 >= 20 ) { item.ammo_cells1 = 20; self.ammo_cells1 = self.ammo_cells1 - 20; } else { item.ammo_cells1 = self.ammo_cells1; self.ammo_cells1 = 0; } if( self.ammo_plasma >= 10 ) { item.ammo_plasma = 10; self.ammo_plasma = self.ammo_plasma - 10; } else { item.ammo_plasma = self.ammo_plasma; self.ammo_plasma = 0; } } if (item.ammo_shells1 + item.ammo_nails1 + item.ammo_lava_nails + item.ammo_rockets1 + item.ammo_multi_rockets + item.ammo_cells1 + item.ammo_plasma == 0) { sprint(self, "No ammo available!\n"); remove(item); return; } item.owner = self; makevectors(self.v_angle); setorigin(item, self.origin + '0 0 16'); item.velocity = aim(self, 1000); item.velocity = item.velocity * 500; item.flags = FL_ITEM; item.solid = SOLID_TRIGGER; item.movetype = MOVETYPE_BOUNCE; setmodel (item, "progs/backpack.mdl"); setsize(item, '-16 -16 0', '16 16 56'); item.touch = BackpackTouch; item.nextthink = time + 120; // remove after 2 minutes item.think = SUB_Remove; W_SetCurrentAmmo(); }; void() Team_weapon_touch = { local float hadammo, best, new, old; local entity stemp; if (!(other.flags & FL_CLIENT)) return; // Don't let the owner pick up his own weapon for a second. if ((other == self.owner) && ((self.nextthink - time) > 119)) return; // if the player was using his best weapon, change up to the new one if better stemp = self; self = other; best = W_BestWeapon(); self = stemp; if (self.classname == "weapon_nailgun") new = IT_NAILGUN; else if (self.classname == "weapon_supernailgun") new = IT_SUPER_NAILGUN; else if (self.classname == "weapon_supershotgun") new = IT_SUPER_SHOTGUN; else if (self.classname == "weapon_rocketlauncher") new = IT_ROCKET_LAUNCHER; else if (self.classname == "weapon_grenadelauncher") new = IT_GRENADE_LAUNCHER; else if (self.classname == "weapon_lightning") new = IT_LIGHTNING; else objerror ("Team_weapon_touch: unknown classname"); sprint (other, "You got the "); sprint (other, self.netname); sprint (other, "\n"); // weapon touch sound sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); bound_other_ammo (); // change to the weapon old = other.items; other.items = other.items | new; remove(self); self = other; if (!deathmatch) self.weapon = new; else Deathmatch_Weapon (old, new); EnableComboWeapons(self); UpdateAmmoCounts(self); W_SetCurrentAmmo(); // dropped weapon doesn't target, so no need to call UseTargets }; void() TossWeapon = { local entity item; if (deathmatch != 1) return; // only in deathmatch 1 // only valid in teamplay modes if (teamplay < 1) return; if((self.weapon == IT_AXE) || (self.weapon == IT_SHOTGUN) || (self.weapon == IT_GRAPPLE)) return; item = spawn(); item.owner = self; makevectors(self.v_angle); item.weapon = 0; setorigin(item, self.origin + '0 0 16'); item.velocity = aim(self, 1000); item.velocity = item.velocity * 500; item.flags = FL_ITEM; item.solid = SOLID_TRIGGER; item.movetype = MOVETYPE_BOUNCE; if(self.weapon == IT_SUPER_SHOTGUN) { setmodel (item, "progs/g_shot.mdl"); item.weapon = IT_SUPER_SHOTGUN; item.netname = "Double-barrelled Shotgun"; item.classname = "weapon_supershotgun"; self.items = self.items - IT_SUPER_SHOTGUN; } if( self.weapon == IT_NAILGUN || self.weapon == IT_LAVA_NAILGUN ) { setmodel (item, "progs/g_nail.mdl"); item.weapon = IT_NAILGUN; item.netname = "nailgun"; item.classname = "weapon_nailgun"; self.items = self.items - (self.items & (IT_NAILGUN | IT_LAVA_NAILGUN)); } if( self.weapon == IT_SUPER_NAILGUN || self.weapon == IT_LAVA_SUPER_NAILGUN) { setmodel (item, "progs/g_nail2.mdl"); item.weapon = IT_SUPER_NAILGUN; item.netname = "Super Nailgun"; item.classname = "weapon_supernailgun"; self.items = self.items - (self.items & (IT_SUPER_NAILGUN | IT_LAVA_SUPER_NAILGUN)); } if( self.weapon == IT_GRENADE_LAUNCHER || self.weapon == IT_MULTI_GRENADE) { setmodel (item, "progs/g_rock.mdl"); item.weapon = IT_GRENADE_LAUNCHER; item.netname = "Grenade Launcher"; item.classname = "weapon_grenadelauncher"; self.items = self.items - (self.items & (IT_GRENADE_LAUNCHER | IT_MULTI_GRENADE)); } if( self.weapon == IT_ROCKET_LAUNCHER || self.weapon == IT_MULTI_ROCKET) { setmodel (item, "progs/g_rock2.mdl"); item.weapon = IT_ROCKET_LAUNCHER; item.netname = "Rocket Launcher"; item.classname = "weapon_rocketlauncher"; self.items = self.items - (self.items & (IT_ROCKET_LAUNCHER | IT_MULTI_ROCKET)); } if( self.weapon == IT_LIGHTNING || self.weapon == IT_PLASMA_GUN) { setmodel (item, "progs/g_light.mdl"); item.weapon = IT_LIGHTNING; item.netname = "Thunderbolt"; item.classname = "weapon_lightning"; self.items = self.items - (self.items & (IT_LIGHTNING | IT_PLASMA_GUN)); } setsize(item, '-16 -16 0', '16 16 56'); item.touch = Team_weapon_touch; item.think = SUB_Remove; item.nextthink = time + 120; self.weapon = W_BestWeapon(); W_SetCurrentAmmo(); }; void(entity flg) RegenFlag = { flg.movetype = MOVETYPE_TOSS; flg.solid = SOLID_TRIGGER; sound (flg, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound setorigin(flg, flg.oldorigin); flg.angles = flg.mangle; flg.cnt = FLAG_AT_BASE; // it's at home base flg.owner = world; }; void(entity flg) TeamReturnFlag = { local entity p; local string n; RegenFlag(flg); p = find(world, classname, "player"); while (p != world) { if (teamplay == TEAM_CTF_ONEFLAG) // one flag mode? centerprint(p, "The flag has been returned!\n"); else { if (teamplay == TEAM_CTF_ALT) { if (flg.team == TEAM1) centerprint(p, "ÒÅÄ flag has been returned to base!\n"); else if (flg.team == TEAM2) centerprint(p, "ÂÌÕÅ flag has been returned to base!\n"); else centerprint(p, "Some flag has been returned to base!\n"); } else { if (p.steam != flg.team) centerprint(p, "Enemy flag has been returned to base!\n"); else if (p.steam == flg.team) centerprint(p, "Your flag has been returned to base!\n"); } } p = find(p, classname, "player"); } }; void () TeamRegenFlags = { local entity f; if (teamplay == TEAM_CTF_ONEFLAG) { f = find(world, classname, "item_flag"); if (f != world) RegenFlag(f); return; } f = find(world, classname, "item_flag_team1"); if (f != world) RegenFlag(f); f = find(world, classname, "item_flag_team2"); if (f != world) RegenFlag(f); }; void(entity flg) TeamDropFlag = { local entity item, f, oself; local entity p; p = flg.owner; bprint(p.netname); if (teamplay == TEAM_CTF_ONEFLAG) bprint(" ìïóô the flag!\n"); else { if (flg.team == TEAM1) bprint(" ìïóô the ÒÅÄ flag!\n"); // red else bprint(" ìïóô the ÂÌÕÅ flag!\n"); // blue } setorigin(flg, p.origin - '0 0 24'); flg.cnt = FLAG_DROPPED; flg.velocity_z = 300; flg.velocity_x = 0; flg.velocity_y = 0; flg.flags = FL_ITEM; flg.solid = SOLID_TRIGGER; flg.movetype = MOVETYPE_TOSS; setsize(flg, '-16 -16 0', '16 16 74'); // return it after so long flg.super_time = time + CTF_FLAG_RETURN_TIME; }; void(entity player) TeamDropFlagOfPlayer = { local string kn; local entity e; if (teamplay == TEAM_CTF_ONEFLAG && (player.ctf_flags & CTF_FLAG_FLAG)) kn = "item_flag"; else if (player.ctf_flags & CTF_FLAG_TEAM1) kn = "item_flag_team1"; else if (player.ctf_flags & CTF_FLAG_TEAM2) kn = "item_flag_team2"; else return; // doesn't have a flg player.ctf_flags = player.ctf_flags - (player.ctf_flags & (CTF_FLAG_FLAG | CTF_FLAG_TEAM1 | CTF_FLAG_TEAM2)); e = find(world, classname, kn); if (e != world) TeamDropFlag(e); }; // A flag was touched. In one flag mode, the player always just picks it up // (the flagbase models at each base will cause the score). In two flag mode, // it could be the guy returning his flag, or the guy getting the enemy flag // Three team mode gets more complicated as the third team touches the // flagbase to score void() TeamFlagTouch = { local entity p, oself; if (other.classname != "player") return; if (other.health <= 0) return; if (other.team != other.steam) return; // something is fishy, somebody is playing with colors if (self.cnt == FLAG_CARRIED) return; // huh? // Ok, first up, let's do it for one flag mode if (teamplay == TEAM_CTF_ONEFLAG) { // in one flag mode, we always pick up the flag. The touch of the // flagbase entities does the scoring bprint(other.netname); bprint(" çïô the flag!\n"); if (CTF_FLAG_BONUS) other.frags = other.frags + CTF_FLAG_BONUS; //centerprint(other, "YOU GOT THE FLAG\n\nTAKE IT TO ENEMY BASE\n"); centerprint(other, "ÙÏÕ ÇÏÔ ÔÈÅ ÆÌÁÇ\n\nÔÁËÅ ÉÔ ÔÏ ÅÎÅÍÙ ÂÁÓÅ\n"); sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); other.ctf_flags = other.ctf_flags | CTF_FLAG_FLAG; other.items = other.items | self.items; other.ctf_flagsince = time; // pick up the flag self.cnt = FLAG_CARRIED; self.movetype = MOVETYPE_NOCLIP; self.solid = SOLID_NOT; self.owner = other; p = find(world, classname, "player"); while (p != world) { if (p != other) centerprint(p, "The flag has been taken!\n"); p = find(p, classname, "player"); } return; } // Regular and Alt CTF mode if (teamplay != TEAM_CTF && teamplay != TEAM_CTF_ALT) return; // odd, but ignore it if (self.team == other.steam) { // same team, if the flag is *not* at the base, return // it to base. we overload the 'cnt' field for this if (self.cnt == FLAG_AT_BASE) { // the flag is at home base. if the player has the enemy // flag, he's just won! if ((self.team == TEAM1 && (other.ctf_flags & CTF_FLAG_TEAM2)) || (self.team == TEAM2 && (other.ctf_flags & CTF_FLAG_TEAM1))) { bprint(other.netname); if (other.team == TEAM1) bprint(" ãáðôõòåä the ÂÌÕÅ flag!\n"); // blue else bprint(" ãáðôõòåä the ÒÅÄ flag!\n"); // red other.items = other.items - (other.items & (IT_KEY1 | IT_KEY2)); sound (other, CHAN_VOICE, "misc/flagcap.wav", 1, ATTN_NONE); // other gets another 10 frag bonus other.frags = other.frags + CTF_CAPTURE_BONUS; // Ok, let's do the player loop, hand out the bonuses p = find(world, classname, "player"); while (p != world) { self = p; if (self.team == other.team && self != other) self.frags = self.frags + CTF_TEAM_BONUS; if (self.team != other.team) { if (self.team == TEAM3) if (other.team == TEAM1) centerprint(self, "ÂÌÕÅ flag was captured!\n"); else centerprint(self, "ÒÅÄ flag was captured!\n"); else centerprint(self, "Your flag was captured!\n"); // reset the last_hurt_carrier variable in all enemy players, so that you don't get // bonuses for defending the flag carrier if the flag carrier has already // completed a capture self.ctf_lasthurtcarrier = -5; } else if (self.team == other.team) { // done to all players on the capturing team centerprint(self, "Your team captured the flag!\n"); // award extra points for capture assists if (self.ctf_lastreturnedflag + CTF_RETURN_FLAG_ASSIST_TIMEOUT > time) { bprint(self.netname); if (self.team == TEAM1) bprint(" gets an assist for returning the ÒÅÄ flag!\n"); else bprint(" gets an assist for returning the ÂÌÕÅ flag!\n"); self.frags = self.frags + CTF_RETURN_FLAG_ASSIST_BONUS; } if (self.ctf_lastfraggedcarrier + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > time) { bprint(self.netname); bprint(" gets an assist for fragging the flag carrier!\n"); self.frags = self.frags + CTF_FRAG_CARRIER_ASSIST_BONUS; } } self.ctf_flags = self.ctf_flags - (self.ctf_flags & (CTF_FLAG_TEAM1 | CTF_FLAG_TEAM2)); p = find(p, classname, "player"); } // respawn flags TeamRegenFlags(); return; } return; // its at home base already } // hey, its not home. return it by teleporting it back bprint(other.netname); if (other.team == TEAM1) bprint(" òåôõòîåä the ÒÅÄ flag!\n"); // red else bprint(" òåôõòîåä the ÂÌÕÅ flag!\n"); // blue other.frags = other.frags + CTF_RECOVERY_BONUS; other.ctf_lastreturnedflag = time; sound (other, CHAN_ITEM, self.noise1, 1, ATTN_NORM); TeamReturnFlag(self); return; } // if we have any flags, leave now if (other.ctf_flags & (CTF_FLAG_TEAM1 | CTF_FLAG_TEAM2)) return; // hey, its not our flag, pick it up bprint(other.netname); if (self.team == TEAM1) bprint(" çïô the ÒÅÄ flag!\n"); // red else bprint(" çïô the ÂÌÕÅ flag!\n"); // blue other.frags = other.frags + CTF_FLAG_BONUS; // if in three team, messages are a little different if (other.team == TEAM3) { // centerprint(other, "YOU GOT THE ENEMY FLAG\n\nRETURN IT TO THE OTHER BASE!\n"); centerprint(other, "ÙÏÕ ÇÏÔ ÔÈÅ ÅÎÅÍÙ ÆÌÁÇ\n\nÒÅÔÕÒÎ ÉÔ ÔÏ ÔÈÅ ÏÔÈÅÒ ÂÁÓÅ\n"); } else { // centerprint(other, "YOU GOT THE ENEMY FLAG!\n\nRETURN TO BASE!\n"); centerprint(other, "ÙÏÕ ÇÏÔ ÔÈÅ ÅÎÅÍÙ ÆÌÁÇ\n\nÒÅÔÕÒÎ ÔÏ ÂÁÓÅ\n"); } sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); if (self.team == TEAM1) other.ctf_flags = other.ctf_flags | CTF_FLAG_TEAM1; else other.ctf_flags = other.ctf_flags | CTF_FLAG_TEAM2; other.items = other.items | self.items; other.ctf_flagsince = time; // pick up the flag self.cnt = FLAG_CARRIED; self.movetype = MOVETYPE_NOCLIP; self.solid = SOLID_NOT; self.owner = other; // PGM Fix - 03/06/97 Made it work right in three team. p = find(world, classname, "player"); while (p != world) { if (p != other) { if (p.steam == self.team) { centerprint(p, "Your flag has been taken!\n"); } else if (p.steam == other.team) { if (self.team == TEAM1) centerprint(p, "Your team has the ÒÅÄ flag!\n"); // Red Flag else centerprint(p, "Your team has the ÂÌÕÅ flag!\n"); // Blue Flag } else { if (self.team == TEAM1) if (other.steam == TEAM2) centerprint(p, "ÂÌÕÅ team has the ÒÅÄ flag!\n"); // Blue has red else // must be team3 centerprint(p, "ÇÒÅÙ team has the ÒÅÄ flag!\n"); // grey has red else if (other.steam == TEAM1) centerprint(p, "ÒÅÄ team has the ÂÌÕÅ flag!\n"); // red has blue else // must be team3 centerprint(p, "ÇÒÅÙ team has the ÂÌÕÅ flag!\n");// grey has blue } } p = find(p, classname, "player"); } }; // A flagbase was touched. In one flag mode, this is how a capture is made. // in three team mode, only team3 touches this. In regular CTF, this is // ignored void() TeamFlagBaseTouch = { local entity p, oself, f; if (other.classname != "player") return; if (other.health <= 0) return; if (other.team != other.steam) return; // something is fishy, somebody is playing with colors // Ok, first up, let's do it for one flag mode if (teamplay == TEAM_CTF_ONEFLAG) { // ok, if they guy touching it has the flag and this is his // base, capture! if (((self.team == TEAM1 && other.steam == TEAM2) || (self.team == TEAM2 && other.steam == TEAM1)) && (other.ctf_flags & CTF_FLAG_FLAG)) { // he just touched enemy base, capture it bprint(other.netname); bprint(" ãáðôõòåä the flag!\n"); // blue other.items = other.items - (other.items & (IT_KEY1 | IT_KEY2)); sound (other, CHAN_VOICE, "misc/flagcap.wav", 1, ATTN_NONE); // other gets another 10 frag bonus other.frags = other.frags + CTF_CAPTURE_BONUS; // Ok, let's do the player loop, hand out the bonuses p = find(world, classname, "player"); while (p != world) { self = p; if (self.team == other.team && self != other) self.frags = self.frags + CTF_TEAM_BONUS; if (self.team != other.team) { self.ctf_lasthurtcarrier = -5; } else if (self.team == other.team) { // award extra points for capture assists if (self.ctf_lastfraggedcarrier + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > time) { bprint(self.netname); bprint(" gets an assist for fragging the flag carrier!\n"); self.frags = self.frags + CTF_FRAG_CARRIER_ASSIST_BONUS; } } self.ctf_flags = self.ctf_flags - (self.ctf_flags & CTF_FLAG_FLAG); p = find(p, classname, "player"); } // respawn flags TeamRegenFlags(); return; } } // in three team mode (TEAM_CTF_ALT) and we're on team3, see if we capture if (teamplay != TEAM_CTF_ALT || other.steam != TEAM3) return; if (((other.ctf_flags & CTF_FLAG_TEAM1) && (self.team == TEAM2)) || ((other.ctf_flags & CTF_FLAG_TEAM2) && (self.team == TEAM1))) { // third team captured bprint(other.netname); if (self.team == TEAM1) bprint(" ãáðôõòåä the ÂÌÕÅ flag!\n"); // blue else bprint(" ãáðôõòåä the ÒÅÄ flag!\n"); // red other.items = other.items - (other.items & (IT_KEY1 | IT_KEY2)); sound (other, CHAN_VOICE, "misc/flagcap.wav", 1, ATTN_NONE); // other gets another 10 frag bonus other.frags = other.frags + CTF_ALT_CAPTURE_BONUS; // Ok, let's do the player loop, hand out the bonuses p = find(world, classname, "player"); while (p != world) { self = p; if (self.team == other.team && self != other) self.frags = self.frags + CTF_ALT_TEAM_BONUS; if (self.team != other.team) { if ((other.ctf_flags & CTF_FLAG_TEAM1) && self.team == TEAM1) centerprint(self, "Your flag was captured!\n"); else if ((other.ctf_flags & CTF_FLAG_TEAM2) && self.team == TEAM2) centerprint(self, "The enemy flag was captured!\n"); // reset the last_hurt_carrier variable in all enemy players, so that you don't get // bonuses for defending the flag carrier if the flag carrier has already // completed a capture self.ctf_lasthurtcarrier = -5; } else if (self.team == other.team) { // done to all players on the capturing team centerprint(self, "Your team captured the flag!\n"); } p = find(p, classname, "player"); } // respawn flags if (other.ctf_flags & CTF_FLAG_TEAM1) { f = find(world, classname, "item_flag_team1"); if (f != world) RegenFlag(f); } else { // must be flag2 f = find(world, classname, "item_flag_team2"); if (f != world) RegenFlag(f); } other.ctf_flags = other.ctf_flags - (other.ctf_flags & (CTF_FLAG_TEAM1 | CTF_FLAG_TEAM2)); return; } }; void() TeamFlagThink = { local entity e; local vector v; local float f; local string s; self.nextthink = time + 0.1; if (self.cnt == FLAG_AT_BASE) return; // just sitting around waiting to be picked up if (self.cnt == FLAG_DROPPED) { if (time - self.super_time > CTF_FLAG_RETURN_TIME) TeamReturnFlag(self); return; } if (self.cnt != FLAG_CARRIED) objerror("Flag in invalid state\n"); e = self.owner; if (e.classname != "player" || e.deadflag) { TeamDropFlag(self); return; } if (teamplay == TEAM_CTF_ONEFLAG && !(e.ctf_flags & CTF_FLAG_FLAG)) { TeamDropFlag(self); return; } // must be TEAM_CTF or TEAM_CTF_ALT if ((!(e.ctf_flags & CTF_FLAG_TEAM1) && self.team == TEAM1) || (!(e.ctf_flags & CTF_FLAG_TEAM2) && self.team == TEAM2)) { TeamDropFlag(self); return; } makevectors (e.angles); v = v_forward; v_z = (-1) * v_z; // reverse z component f = 14; if (self.owner.frame >= 29 && self.owner.frame <= 40) { if (self.owner.frame >= 29 && self.owner.frame <= 34) { //axpain if (self.owner.frame == 29) f = f + 2; else if (self.owner.frame == 30) f = f + 8; else if (self.owner.frame == 31) f = f + 12; else if (self.owner.frame == 32) f = f + 11; else if (self.owner.frame == 33) f = f + 10; else if (self.owner.frame == 34) f = f + 4; } else if (self.owner.frame >= 35 && self.owner.frame <= 40) { // pain if (self.owner.frame == 35) f = f + 2; else if (self.owner.frame == 36) f = f + 10; else if (self.owner.frame == 37) f = f + 10; else if (self.owner.frame == 38) f = f + 8; else if (self.owner.frame == 39) f = f + 4; else if (self.owner.frame == 40) f = f + 2; } } else if (self.owner.frame >= 103 && self.owner.frame <= 118) { if (self.owner.frame >= 103 && self.owner.frame <= 104) f = f + 6; //nailattack else if (self.owner.frame >= 105 && self.owner.frame <= 106) f = f + 6; //light else if (self.owner.frame >= 107 && self.owner.frame <= 112) f = f + 7; //rocketattack else if (self.owner.frame >= 112 && self.owner.frame <= 118) f = f + 7; //shotattack } self.origin = e.origin + '0 0 -16' - f*v + v_right * 22; self.angles = e.angles + '0 0 -45'; setorigin (self, self.origin); self.nextthink = time + 0.01; }; void() TeamFlagStatusReport = { local entity flag1, flag2, p; local string n; if (!deathmatch) return; if (teamplay != TEAM_CTF && teamplay != TEAM_CTF_ONEFLAG && teamplay != TEAM_CTF_ALT) { sprint(self, "Capture the Flag is not enabled.\n"); return; } if (teamplay == TEAM_CTF_ONEFLAG) { flag1 = find (world, classname, "item_flag"); if (flag1 == world) sprint(self, "The flag is missing!\n"); else if (flag1.cnt == FLAG_AT_BASE) sprint(self, "The flag is at base!\n"); else if (flag1.cnt == FLAG_DROPPED) sprint(self, "The flag is lying about!\n"); else if (flag1.cnt == FLAG_CARRIED) { if (flag1.owner == self) sprint(self, "You have the flag!\n"); else { sprint(self, flag1.owner.netname); n = GetCTFTeam(flag1.owner.steam); sprint(self, " of the "); sprint(self, n); sprint(self, " team has the flag!\n"); } } else sprint(self, "The flag is screwed up!\n"); return; } // normal CTF if (teamplay == TEAM_CTF) { // Find the flags at home base flag1 = find (world,classname, "item_flag_team1"); flag2 = find (world,classname, "item_flag_team2"); // If on team 2 switch meanings of flags if (self.team != TEAM1) { p = flag1; flag1 = flag2; flag2 = p; } if (flag1 != world && flag1.cnt == FLAG_CARRIED) { sprint(self, flag1.owner.netname); sprint(self, " has your flag. "); } else { sprint(self, "Your flag is "); if (flag1 == world) sprint(self, "missing!\n"); if (flag1.cnt == FLAG_AT_BASE) sprint(self, "in your base.\n"); else if (flag1.cnt == FLAG_DROPPED) sprint(self, "lying about.\n"); else sprint(self, " corrupt.\n"); } if (flag2 != world && flag2.cnt == FLAG_CARRIED) { if (self == flag2.owner) sprint(self, "You have the enemy flag.\n"); else { sprint(self, flag2.owner.netname); sprint(self, " has the enemy flag.\n"); } } else { sprint(self, "The enemy flag is "); if (flag2 == world) sprint(self, "missing!\n"); if (flag2.cnt == FLAG_AT_BASE) sprint(self, "in their base.\n"); else if (flag2.cnt == FLAG_DROPPED) sprint(self, "lying about.\n"); else sprint(self, " corrupt.\n"); } } // three team CTF if (teamplay == TEAM_CTF_ALT) { // Find the flags at home base flag1 = find (world,classname, "item_flag_team1"); flag2 = find (world,classname, "item_flag_team2"); if (flag1 != world && flag1.cnt == FLAG_CARRIED) { if (flag1.owner == self) sprint(self, "You have the ÒÅÄ flag!\n"); else { sprint(self, flag1.owner.netname); n = GetCTFTeam(flag1.owner.steam); sprint(self, " of the "); sprint(self, n); sprint(self, " team has the ÒÅÄ flag.\n"); } } else { if (self.steam == flag1.team) sprint(self, "Your flag is "); else sprint(self, "ÒÅÄ flag is "); if (flag1 == world) sprint(self, "missing!\n"); if (flag1.cnt == FLAG_AT_BASE) sprint(self, "at base.\n"); else if (flag1.cnt == FLAG_DROPPED) sprint(self, "lying about.\n"); else sprint(self, " corrupt.\n"); } if (flag2 != world && flag2.cnt == FLAG_CARRIED) { if (flag2.owner == self) sprint(self, "You have the ÂÌÕÅ flag.\n"); else { sprint(self, flag2.owner.netname); n = GetCTFTeam(flag2.owner.steam); sprint(self, " of the "); sprint(self, n); sprint(self, " team has the ÂÌÕÅ flag.\n"); } } else { if (self.steam == flag1.team) sprint(self, "Your flag is "); else sprint(self, "ÂÌÕÅ flag is "); if (flag2 == world) sprint(self, "missing!\n"); if (flag2.cnt == FLAG_AT_BASE) sprint(self, "at base.\n"); else if (flag2.cnt == FLAG_DROPPED) sprint(self, "lying about.\n"); else sprint(self, " corrupt.\n"); } } }; ///////////////////////////////////////////////////////////////////////// $cd id1/models/flag $base base $skin skin void() place_flag = { self.mdl = self.model; // so it can be restored on respawn self.flags = FL_ITEM; // make extra wide self.solid = SOLID_TRIGGER; self.movetype = MOVETYPE_TOSS; self.velocity = '0 0 0'; self.origin_z = self.origin_z + 6; self.think = TeamFlagThink; self.touch = TeamFlagTouch; self.nextthink = time + 0.1; self.cnt = FLAG_AT_BASE; self.mangle = self.angles; self.effects = self.effects | EF_DIMLIGHT; if (!droptofloor()) { dprint ("Flag fell out of level at "); dprint (vtos(self.origin)); dprint ("\n"); remove(self); return; } self.oldorigin = self.origin; // save for flag return }; void(entity flg, string cname) place_flagbase = { local entity oself; teamplay = cvar("teamplay"); oself = self; self = spawn(); self.classname = cname; setorigin(self, flg.origin); self.angles = flg.angles; precache_model ("progs/ctfbase.mdl"); setmodel (self, "progs/ctfbase.mdl"); self.skin = flg.skin; self.team = flg.team; // setsize(self, '-8 -8 -4', '8 8 4'); setsize(self, '-8 -8 0', '8 8 8'); self.flags = FL_ITEM; // make extra wide self.movetype = MOVETYPE_TOSS; self.velocity = '0 0 0'; self.origin_z = self.origin_z + 6; if (teamplay == TEAM_CTF_ONEFLAG || teamplay == TEAM_CTF_ALT) { self.solid = SOLID_TRIGGER; self.touch = TeamFlagBaseTouch; } else self.solid = SOLID_NOT; if (!droptofloor()) { dprint ("Flagbase fell out of level at "); dprint (vtos(self.origin)); dprint ("\n"); remove(self); self = oself; return; } self = oself; }; // ZOID Capture the flag /*QUAKED item_flag_team1 (0 .5 .8) (-8 -8 -32) (8 8 24) red team flag Only appears in CTF teamplay The flag waves 90 degrees off from the entity angle. If you want the flag to point at 180, set then entity angle to 90. */ void() item_flag_team1 = { if (!deathmatch) { remove(self); return; } teamplay = cvar("teamplay"); if (teamplay == TEAM_CTF_ONEFLAG) { precache_sound ("misc/flagtk.wav"); // flag taken precache_sound ("misc/flagcap.wav"); // flag capture self.skin = 0; self.team = TEAM1; place_flagbase(self, "item_flagbase_team1"); remove(self); return; } if (teamplay == TEAM_CTF || teamplay == TEAM_CTF_ALT) { self.team = TEAM1; self.items = IT_KEY2; precache_model ("progs/ctfmodel.mdl"); setmodel (self, "progs/ctfmodel.mdl"); self.skin = 0; precache_sound ("misc/flagtk.wav"); // flag taken precache_sound ("misc/flagcap.wav"); // flag capture precache_sound ("misc/flagret.wav"); // flag return self.noise = "misc/flagtk.wav"; self.noise1 = "misc/flagret.wav"; setsize(self, '-16 -16 0', '16 16 74'); self.nextthink = time + 0.2; // items start after other solids self.think = place_flag; place_flagbase(self, "item_flagbase_team1"); } else { remove(self); // not teamplay or deathmatch } }; /*QUAKED item_flag_team2 (0 .5 .8) (-8 -8 -32) (8 8 24) blue team flag Only appears in CTF teamplay The flag waves 90 degrees off from the entity angle. If you want the flag to point at 180, set then entity angle to 90. */ void() item_flag_team2 = { if (!deathmatch) { remove(self); return; } teamplay = cvar("teamplay"); if (teamplay == TEAM_CTF_ONEFLAG) { precache_sound ("misc/flagtk.wav"); // flag taken precache_sound ("misc/flagcap.wav"); // flag capture self.team = TEAM2; self.skin = 1; place_flagbase(self, "item_flagbase_team2"); remove(self); return; } if (teamplay == TEAM_CTF || teamplay == TEAM_CTF_ALT) { self.team = TEAM2; self.items = IT_KEY1; precache_model ("progs/ctfmodel.mdl"); setmodel (self, "progs/ctfmodel.mdl"); self.skin = 1; precache_sound ("misc/flagtk.wav"); // flag taken precache_sound ("misc/flagcap.wav"); // flag capture precache_sound ("misc/flagret.wav"); // flag return self.noise = "misc/flagtk.wav"; self.noise1 = "misc/flagret.wav"; setsize(self, '-16 -16 0', '16 16 74'); self.nextthink = time + 0.2; // items start after other solids self.think = place_flag; place_flagbase(self, "item_flagbase_team2"); } else { remove(self); // not teamplay or deathmatch } }; /*QUAKED item_flag (0 .5 .8) (-8 -8 -32) (8 8 24) flag for OneTeam play. Only appears in CTF teamplay The flag waves 90 degrees off from the entity angle. If you want the flag to point at 180, set then entity angle to 90. */ void() item_flag = { if (cvar("teamplay") != TEAM_CTF_ONEFLAG) { remove(self); return; } self.team = 0; // no team self.items = IT_KEY1 | IT_KEY2; // precache_model ("progs/flag.mdl"); // setmodel (self, "progs/flag.mdl"); precache_model ("progs/ctfmodel.mdl"); // PGM 01/18/97 setmodel (self, "progs/ctfmodel.mdl"); // PGM 01/18/97 self.skin = 2; precache_sound ("misc/flagtk.wav"); // flag taken precache_sound ("misc/flagcap.wav"); // flag capture precache_sound ("misc/flagret.wav"); // flag return self.noise = "misc/flagtk.wav"; self.noise1 = "misc/flagret.wav"; setsize(self, '-16 -16 0', '16 16 74'); self.nextthink = time + 0.2; // items start after other solids self.think = place_flag; place_flagbase(self, "item_flagbase"); }; /*QUAKED info_player_team1 (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for CTF games team 1. */ void() info_player_team1 = { }; /*QUAKED info_player_team2 (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for CTF games team 2. */ void() info_player_team2 = { }; void() TeamSetUpdate = { nextteamupdtime = time + CTF_UPDATE_TIME; }; void() TeamCheckUpdate = { local float total1, total2, total3; local entity p; local string s; local string ts1, ts2, ts3; if (nextteamupdtime > time || teamplay < 1 || !deathmatch) return; TeamSetUpdate(); // count up total total1 = total2 = total3 = 0; ts1 = GetCTFTeam(TEAM1); ts2 = GetCTFTeam(TEAM2); ts3 = GetCTFTeam(TEAM3); if (teamplay == TEAM_CTF || teamplay == TEAM_CTF_ALT || teamplay == TEAM_CTF_ONEFLAG) { p = find(world, classname, "player"); while (p != world) { if (p.steam == TEAM1) total1 = total1 + p.frags; else if (p.steam == TEAM2) total2 = total2 + p.frags; else if (p.steam == TEAM3) total3 = total3 + p.frags; p = find(p, classname, "player"); } if (teamplay == TEAM_CTF || teamplay == TEAM_CTF_ONEFLAG) { if (total1 > total2) { bprint(ts1); bprint(" team is leading by "); s = ftos(total1 - total2); bprint(s); bprint(" points!\n"); } else if (total1 < total2) { bprint(ts2); bprint(" team is leading by "); s = ftos(total2 - total1); bprint(s); bprint(" points!\n"); } else { bprint(ts1); bprint(" and "); bprint(ts2); bprint(" teams are tied with "); s = ftos(total1); bprint(s); bprint(" points!\n"); } } else if (teamplay == TEAM_CTF_ALT) { if (total1 > total2 && total1 > total3) { bprint(ts1); bprint(" team is leading by "); if (total2 > total3) s = ftos(total1 - total2); else s = ftos(total1 - total3); bprint(s); bprint(" points!\n"); } else if (total2 > total1 && total2 > total3) { bprint(ts2); bprint(" team is leading by "); if (total1 > total3) s = ftos(total2 - total1); else s = ftos(total2 - total3); bprint(s); bprint(" points!\n"); } else if (total3 > total1 && total3 > total2) { bprint(ts3); bprint(" team is leading by "); if (total1 > total2) s = ftos(total3 - total1); else s = ftos(total3 - total2); bprint(s); bprint(" points!\n"); } else if (total1 == total2) { bprint(ts1); bprint(" and "); bprint(ts2); bprint(" teams are tied with "); s = ftos(total1); bprint(s); bprint(" points!\n"); } else if (total3 == total2) { bprint(ts2); bprint(" and "); bprint(ts3); bprint(" teams are tied with "); s = ftos(total3); bprint(s); bprint(" points!\n"); } else if (total3 == total1) { bprint(ts1); bprint(" and "); bprint(ts3); bprint(" teams are tied with "); s = ftos(total1); bprint(s); bprint(" points!\n"); } else { bprint(ts1); bprint(", "); bprint(ts2); bprint(" and "); bprint(ts3); bprint(" teams are tied with "); s = ftos(total1); bprint(s); bprint(" points!\n"); } } } }; /*QUAKED func_ctf_wall (0 .5 .8) ? This is just a solid wall if not inhibitted Only appears in CTF teamplay */ void() func_ctf_wall = { teamplay = cvar("teamplay"); if (teamplay == TEAM_CTF || teamplay == TEAM_CTF_ONEFLAG || teamplay == TEAM_CTF_ALT) { self.angles = '0 0 0'; self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything self.solid = SOLID_BSP; setmodel (self, self.model); } else remove(self); };