reaction/code/game/g_team.h
2013-01-04 13:27:22 +00:00

73 lines
3.2 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.7 2002/06/16 20:06:14 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.6 2002/06/16 17:38:00 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
// Revision 1.5 2002/04/01 02:56:50 jbravo
// Some sourcecode reformatting
//
// Revision 1.4 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.3 2001/12/31 16:28:42 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
#define CTF_CAPTURE_BONUS 5 // what you get for capture
#define CTF_TEAM_BONUS 0 // 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 40000 // 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 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 *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);