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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
88 lines
4.3 KiB
C
88 lines
4.3 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#ifdef MISSIONPACK
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#define CTF_CAPTURE_BONUS 100 // what you get for capture
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#define CTF_TEAM_BONUS 25 // what your team gets for capture
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#define CTF_RECOVERY_BONUS 10 // what you get for recovery
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#define CTF_FLAG_BONUS 10 // what you get for picking up enemy flag
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#define CTF_FRAG_CARRIER_BONUS 20 // 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 5 // bonus for fraggin someone who has recently hurt your flag carrier
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#define CTF_CARRIER_PROTECT_BONUS 2 // bonus for fraggin someone while either you or your target are near your flag carrier
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#define CTF_FLAG_DEFENSE_BONUS 10 // bonus for fraggin someone while either you or your target are near your flag
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#define CTF_RETURN_FLAG_ASSIST_BONUS 10 // awarded for returning a flag that causes a capture to happen almost immediately
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#define CTF_FRAG_CARRIER_ASSIST_BONUS 10 // award for fragging a flag carrier if a capture happens almost immediately
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#else
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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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#endif
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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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