/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #pragma once #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, qboolean isbot ); gentity_t *SelectSiegeSpawnPoint ( int siegeClass, team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot ); locationData_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 );