mirror of
https://github.com/ReactionQuake3/reaction.git
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73 lines
3.2 KiB
C
73 lines
3.2 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.7 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.6 2002/06/16 17:38:00 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.5 2002/04/01 02:56:50 jbravo
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// Some sourcecode reformatting
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//
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// Revision 1.4 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.3 2001/12/31 16:28:42 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#define CTF_CAPTURE_BONUS 5 // what you get for capture
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#define CTF_TEAM_BONUS 0 // what your team gets for capture
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#define CTF_RECOVERY_BONUS 1 // what you get for recovery
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#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag
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#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier
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#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return
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#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier
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#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier
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#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag
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#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately
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#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately
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#define CTF_TARGET_PROTECT_RADIUS 1000 // the radius around an object being defended where a target will be worth extra frags
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#define CTF_ATTACKER_PROTECT_RADIUS 1000 // the radius around an object being defended where an attacker will get extra frags when making kills
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#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8000
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#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10000
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#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10000
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#define CTF_GRAPPLE_SPEED 750 // speed of grapple in flight
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#define CTF_GRAPPLE_PULL_SPEED 750 // speed player is pulled at
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#define OVERLOAD_ATTACK_BASE_SOUND_TIME 20000
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// Prototypes
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int OtherTeam(int team);
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const char *TeamName(int team);
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const char *OtherTeamName(int team);
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const char *TeamColorString(int team);
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void AddTeamScore(vec3_t origin, int team, int score);
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void Team_DroppedFlagThink(gentity_t * ent);
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void Team_FragBonuses(gentity_t * targ, gentity_t * inflictor, gentity_t * attacker);
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void Team_CheckHurtCarrier(gentity_t * targ, gentity_t * attacker);
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void Team_InitGame(void);
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void Team_ReturnFlag(int team);
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void Team_FreeEntity(gentity_t * ent);
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gentity_t *SelectCTFSpawnPoint(team_t team, int teamstate, vec3_t origin, vec3_t angles);
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gentity_t *Team_GetLocation(gentity_t * ent);
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qboolean Team_GetLocationMsg(gentity_t * ent, char *loc, int loclen);
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void TeamplayInfoMessage(gentity_t * ent);
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void CheckTeamStatus(void);
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int Pickup_Team(gentity_t * ent, gentity_t * other);
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