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Rework
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@ -1,5 +1,6 @@
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//Fixes for collision tunneling and other issues, note only tested in classic
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//Script By:DarkTiger
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//v4.3 - logic rework remove any skips in the checks
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//v3.8 - removed sweep optimization/ bug fix in old method
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//v3.7 - removed bypass code
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//v3.6 - lctf and SCtFGame
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@ -31,6 +32,7 @@ $flagCheckRadius = 50;
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$playerSizeBox = "1.2 1.2 2.3";
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$flagBoxSize = "0.796666 0.139717 2.46029";
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$boxCollision = 0;
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//0 = old AABB method uses fixed box size makes the player bit narrow
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//1 = new OBB method uses perfect box intersection
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@ -189,43 +191,16 @@ package flagFix{
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};
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activatePackage(flagFix);
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function vectorMul(%a,%b){
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%x = getWords(%a,0) * getWords(%b,0);
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%y = getWords(%a,1) * getWords(%b,1);
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%z = getWords(%a,2) * getWords(%b,2);
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return %x SPC %y SPC %z;
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}
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function generateBoxData(){
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%halfSize = vectorScale($playerSizeBox, 0.5);
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$plrBoxMin = getWords(VectorSub("0 0 0", %halfSize),0,1) SPC 0;
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$plrBoxMax = getWords(%halfSize,0,1) SPC getWord($playerSizeBox,2);
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$plrBox = $plrBoxMin SPC $plrBoxMax;
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%playerSize = $playerSizeBox; //"1.2 1.2 2.3";
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%halfSize = vectorMul(%playerSize, "0.5 0.5 0");
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$plrBoxMin = %minA = VectorSub("0 0 0", %halfSize);
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$plrBoxMax = %maxA = getWords(%halfSize,0,1) SPC getWord(%playerSize,2);
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$plrBox = %minA SPC %maxA;
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%vSubA = vectorSub(%maxA, %minA);
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%flagSize = $flagBoxSize;
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%halfSize = vectorMul(%flagSize, "0.5 0.5 0");
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$flagBoxMin = %minB = VectorSub("0 0 -0.1", %halfSize);
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$flagBoxMax = %maxB = getWords(%halfSize,0,1) SPC getWord(%flagSize,2);
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$flagBox = %minB SPC %maxB;
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%vSubB = vectorSub(%maxB, %minB);
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%box[0] = "0 0 0";
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%box[1] = "1 0 0";
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%box[2] = "0 1 0";
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%box[3] = "1 1 0";
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%box[4] = "0 0 1";
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%box[5] = "1 0 1";
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%box[6] = "0 1 1";
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%box[7] = "1 1 1";
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for(%i = 0; %i < 8; %i++){
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$playerBoxData[%i] = vectorAdd(%minA, vectorMul(%vSubA, %box[%i]));
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$flagBoxData[%i] = vectorAdd(%minB, vectorMul(%vSubB, %box[%i]));
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}
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%halfSize = vectorScale($flagBoxSize, 0.5);
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$flagBoxMin = getWords(VectorSub("0 0 0", %halfSize),0,1) SPC 0;
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$flagBoxMax = getWords(%halfSize,0,1) SPC getWord($flagBoxSize,2);
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$flagBox = $flagBoxMin SPC $flagBoxMax;
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}generateBoxData();
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function vectorLerp(%point1, %point2, %t) {
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@ -233,7 +208,8 @@ function vectorLerp(%point1, %point2, %t) {
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}
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function boxIntersectAABB(%plr, %flg, %lerpPos){
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if($boxCollision == 2){
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%testMode = 0;
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if(%testMode == 1){
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%fpos = %flg.getPosition();
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%a = vectorAdd($plrBoxMin, %lerpPos) SPC vectorAdd($plrBoxMax, %lerpPos);
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@ -250,7 +226,7 @@ function boxIntersectAABB(%plr, %flg, %lerpPos){
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(getWord(%a, 2)<= getWord(%b, 5) && getWord(%a, 5) >= getWord(%b, 2));
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}
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function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){
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function DefaultGame::flagColTest(%game, %flag, %rsTeam,%fc){
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////////////////////////////////////////////////////////////////////////////////
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//obj tunneling check
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%flagPos = %flag.getPosition();
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@ -273,37 +249,32 @@ function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){
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InitContainerRadiusSearch( %flagPos, $flagCheckRadius, $TypeMasks::PlayerObjectType);
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while((%player = containerSearchNext()) != 0){
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%playerPos = %player.getPosition();
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//%rot = getWords(%player.getTransform(),3,6);
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if((%rsTeam && %flag.team != %player.team) || !%rsTeam || %player == %ext){
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%flagDist = vectorDist(%flagPos, %playerPos);
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if(%player.lastSim > 0 && (%player.getState() !$= "Dead")){// only check at speed
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//%fdot = vectorDot(vectorNormalize(%player.getVelocity()),vectorNormalize(VectorSub(%flagPos, %playerPos)));
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// %tickDist = vectorLen(%player.getVelocity()) * ($flagSimTime/1000);
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%sweepCount = mFloor(vectorDist(%playerPos, %player.oldPos) + 2);
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if((getSimTime() - %player.lastSim) <= 128){//make sure are last position is valid
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//schedule(1000,0,"drawBeamItem", %player.oldPos,%playerPos,15000);
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for(%i = 0; %i < %sweepCount; %i++){// sweep behind us to see if we should have hit something
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%lerpPos = vectorLerp(%playerPos, %player.oldPos, %i/(%sweepCount-1));//back sweep
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//%point = MatrixMulPoint(%lerpPos SPC %rot, "-0.6 -0.6 0");
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//schedule(1000+(%i*128), 0, "drawBoxItemC", %point, %rot, "1.2 1.2 2.3", 15000);
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if($boxCollision == 1 && boxIntersect(%player, %flag, %lerpPos)){
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// %point = MatrixMulPoint(%flagPos SPC %rot,"-0.398 -0.069 0");
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// schedule(1000+(%i*128), 0, "drawBoxItemC", %point, %rot, "0.796666 0.139717 4", 15000);
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%flag.getDataBlock().onCollision(%flag, %player);
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break;
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}
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else if(!$boxCollision && boxIntersectAABB(%player, %flag, %lerpPos)){
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%flag.getDataBlock().onCollision(%flag, %player);
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break;
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}
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}
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//%toPlayer = vectorNormalize(vectorSub(%flagPos,%playerPos));
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//%moveDir = vectorNormalize(%player.getVelocity());
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//%d = vectorDot( %toPlayer, %moveDir );
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if(((%flag.team != %player.team) || !%rsTeam || %fc == %player) && %player.getState() !$= "Dead"){
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//%futurePos = vectorAdd(%playerPos, vectorScale(%player.getVelocity(), $flagSimTime / 1000));
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if(%player.lastSim[%flag] $= "" || (getSimTime() - %player.lastSim[%flag]) >= 128){
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%lastPos = vectorSub(%playerPos, vectorScale(%player.getVelocity(), $flagSimTime / 1000));
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%player.oldPos[%flag] = %lastPos;// old data so lets do it velocity based
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}
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%sweepCount = mFloor(vectorDist(%playerPos, %player.oldPos[%flag]) + 1);// min of 2
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for(%i = 0; %i < %sweepCount; %i++){// sweep behind us to see if we should have hit something
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%lerpPos = vectorLerp(%playerPos, %player.oldPos[%flag], %i/(%sweepCount-1));//back sweep
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if($boxCollision == 1 && boxIntersect(%player, %flag, %lerpPos)){
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%flag.getDataBlock().onCollision(%flag, %player);
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break;
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}
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else if(!$boxCollision && boxIntersectAABB(%player, %flag, %lerpPos)){
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%flag.getDataBlock().onCollision(%flag, %player);
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//error("hit" SPC %player.count++);
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break;
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}
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}
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}
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%player.oldPos = %playerPos;
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%player.lastSim = getSimTime();
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%player.oldPos[%flag] = %playerPos;
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%player.lastSim[%flag] = getSimTime();
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}
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//error("scan count" SPC %scanCount SPC %scanPlrCount);
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}
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function DefaultGame::atHomeFlagLoop(%game){
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@ -321,13 +292,16 @@ function DefaultGame::atHomeFlagLoop(%game){
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%game.flagResetTime += $flagSimTime;
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}
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//%game.flagColTest($TeamFlag[1]);
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//%game.flagColTest($TeamFlag[2]);
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if($TeamFlag[1].isHome && $TeamFlag[2].isHome){//11
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%game.flagColTest($TeamFlag[1],1,0);// only look at the other team
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%game.flagColTest($TeamFlag[2],1,0);// only look at the other team
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}
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else if(!$TeamFlag[1].isHome && $TeamFlag[2].isHome){//01
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if(isObject($TeamFlag[1].carrier)){// flag has been dropped
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%game.flagColTest($TeamFlag[2],1, $TeamFlag[1].carrier); //scan for other team expect for are carrier
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%game.flagColTest($TeamFlag[2],1,$TeamFlag[1].carrier); //scan for other team expect for are carrier
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}
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else{
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%game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it
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@ -336,7 +310,7 @@ function DefaultGame::atHomeFlagLoop(%game){
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}
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else if($TeamFlag[1].isHome && !$TeamFlag[2].isHome){//10
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if(isObject($TeamFlag[2].carrier)){// flag has been dropped
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%game.flagColTest($TeamFlag[1],1, $TeamFlag[2].carrier); //scan for other team expect for are carrier
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%game.flagColTest($TeamFlag[1],1,$TeamFlag[2].carrier); //scan for other team expect for are carrier
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}
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else{
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%game.flagColTest($TeamFlag[1],1,0);// team 1 flag is still at home so only scan for the other team
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@ -345,10 +319,10 @@ function DefaultGame::atHomeFlagLoop(%game){
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}
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else if(!$TeamFlag[1].isHome && !$TeamFlag[2].isHome){//00
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if(!isObject($TeamFlag[1].carrier)){// flag has been dropped
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%game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it
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%game.flagColTest($TeamFlag[1],0);// scan for everyone can touch it
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}
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if(!isObject($TeamFlag[2].carrier)){// flag has been dropped
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%game.flagColTest($TeamFlag[2],0,0);// scan for everyone can touch it
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%game.flagColTest($TeamFlag[2],0);// scan for everyone can touch it
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}
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}
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}
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@ -437,4 +411,4 @@ function testFlagSpeed(%speed){
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%fvec = %player.getForwardVector();
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%vel = vectorScale(%fvec,%speed);
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%player.setVelocity(%vel);
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}
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}
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