mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-19 17:44:45 +00:00
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
928 lines
33 KiB
C#
928 lines
33 KiB
C#
// DisplayName = Capture the Flag
|
|
|
|
//--- GAME RULES BEGIN ---
|
|
//Prevent enemy from capturing your flag
|
|
//Score one point for grabbing the enemy's flag
|
|
//To capture, your flag must be at its stand
|
|
//Score 100 points each time enemy flag is captured
|
|
//--- GAME RULES END ---
|
|
|
|
//exec the AI scripts
|
|
exec("scripts/aiCTF.cs");
|
|
|
|
package CTFGame {
|
|
|
|
function Generator::onDestroyed(%data, %obj)
|
|
{
|
|
if (Game.testGenDestroyed(%obj))
|
|
Game.awardScoreGenDestroy(%obj.lastDamagedBy);
|
|
}
|
|
|
|
function Flag::objectiveInit(%data, %flag)
|
|
{
|
|
if (!%flag.isTeamSkinned)
|
|
{
|
|
%pos = %flag.getTransform();
|
|
%group = %flag.getGroup();
|
|
}
|
|
%flag.originalPosition = %flag.getTransform();
|
|
%flag.isHome = true;
|
|
%flag.carrier = "";
|
|
setTargetSkin(%flag.getTarget(), $TeamSkin[%flag.team]);
|
|
setTargetSensorGroup(%flag.getTarget(), %flag.team);
|
|
setTargetAlwaysVisMask(%flag.getTarget(), 0x7);
|
|
setTargetRenderMask(%flag.getTarget(), getTargetRenderMask(%flag.getTarget()) | 0x2);
|
|
%flag.scopeWhenSensorVisible(true);
|
|
$flagStatus[%flag.team] = "<At Base>";
|
|
|
|
//Point the flag and stand at each other
|
|
%group = %flag.getGroup();
|
|
%count = %group.getCount();
|
|
%flag.stand = "";
|
|
for(%i = 0; %i < %count; %i++)
|
|
{
|
|
%this = %group.getObject(%i);
|
|
if((%this.getClassName() !$= "InteriorInstance") && (%this.getClassName() !$= "SimGroup"))
|
|
{
|
|
if(%this.getDataBlock().getName() $= "ExteriorFlagStand")
|
|
{
|
|
%flag.stand = %this;
|
|
%this.flag = %flag;
|
|
}
|
|
}
|
|
}
|
|
|
|
// set the nametag on the target
|
|
setTargetName(%flag.getTarget(), $teamName[%flag.team]);
|
|
|
|
// create a marker on this guy
|
|
%flag.waypoint = new MissionMarker() {
|
|
position = %flag.getTransform();
|
|
dataBlock = "FlagMarker";
|
|
};
|
|
MissionCleanup.add(%flag.waypoint);
|
|
|
|
// create a target for this (there is no MissionMarker::onAdd script call)
|
|
%target = createTarget(%flag.waypoint, $teamName[%flag.team], "", "", 'Base', %flag.team, 0);
|
|
setTargetAlwaysVisMask(%target, 0xffffffff);
|
|
|
|
//store the flag in an array
|
|
$TeamFlag[%flag.team] = %flag;
|
|
}
|
|
|
|
};
|
|
|
|
//-- tracking ---
|
|
// .deaths .kills .genDefends .carrierKills .flagDefends .escortAssists .suicides .teamKills .turretKills .flagCaps
|
|
// .flagReturns .genDestroys .genRepairs
|
|
|
|
function CTFGame::initGameVars(%game)
|
|
{
|
|
%game.SCORE_PER_SUICIDE = -1;
|
|
%game.SCORE_PER_TEAMKILL = -1;
|
|
%game.SCORE_PER_DEATH = -1;
|
|
|
|
%game.SCORE_PER_KILL = 1;
|
|
%game.SCORE_PER_PLYR_FLAG_CAP = 3;
|
|
%game.SCORE_PER_TEAM_FLAG_CAP = 100;
|
|
%game.SCORE_PER_TEAM_FLAG_TOUCH = 1;
|
|
%game.SCORE_PER_GEN_DESTROY = 2;
|
|
%game.SCORE_PER_ESCORT_ASSIST = 1;
|
|
|
|
%game.SCORE_PER_TURRET_KILL = 1;
|
|
%game.SCORE_PER_FLAG_DEFEND = 1;
|
|
%game.SCORE_PER_CARRIER_KILL = 1;
|
|
%game.SCORE_PER_FLAG_RETURN = 1;
|
|
%game.SCORE_PER_GEN_DEFEND = 1;
|
|
%game.SCORE_PER_GEN_REPAIR = 1;
|
|
|
|
%game.FLAG_RETURN_DELAY = 45 * 1000; //45 seconds
|
|
|
|
%game.TIME_CONSIDERED_FLAGCARRIER_THREAT = 3 * 1000; //after damaging enemy flag carrier
|
|
%game.RADIUS_GEN_DEFENSE = 20; //meters
|
|
%game.RADIUS_FLAG_DEFENSE = 20; //meters
|
|
|
|
%game.TOUCH_DELAY_MS = 20000; //20 secs
|
|
|
|
%game.fadeTimeMS = 2000;
|
|
|
|
%game.notifyMineDist = 7.5;
|
|
|
|
|
|
%game.stalemate = false;
|
|
%game.stalemateObjsVisible = false;
|
|
%game.stalemateTimeMS = 60000;
|
|
%game.stalemateFreqMS = 15000;
|
|
%game.stalemateDurationMS = 6000;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
// need to have this for the corporate maps which could not be fixed
|
|
function SimObject::clearFlagWaypoints(%this)
|
|
{
|
|
}
|
|
|
|
function WayPoint::clearFlagWaypoints(%this)
|
|
{
|
|
logEcho("Removing flag waypoint: " @ %this);
|
|
if(%this.nameTag $= "Flag")
|
|
%this.delete();
|
|
}
|
|
|
|
function SimGroup::clearFlagWaypoints(%this)
|
|
{
|
|
for(%i = %this.getCount() - 1; %i >= 0; %i--)
|
|
%this.getObject(%i).clearFlagWaypoints();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
function CTFGame::missionLoadDone(%game)
|
|
{
|
|
//default version sets up teams - must be called first...
|
|
DefaultGame::missionLoadDone(%game);
|
|
|
|
for(%i = 1; %i < (%game.numTeams + 1); %i++)
|
|
$teamScore[%i] = 0;
|
|
|
|
// remove
|
|
MissionGroup.clearFlagWaypoints();
|
|
}
|
|
|
|
function CTFGame::playerTouchFlag(%game, %player, %flag)
|
|
{
|
|
%client = %player.client;
|
|
|
|
if ((%flag.carrier $= "") && (%player.getState() !$= "Dead"))
|
|
{
|
|
//flag isn't held and has been touched by a live player
|
|
if (%client.team == %flag.team)
|
|
%game.playerTouchOwnFlag(%player, %flag);
|
|
else
|
|
%game.playerTouchEnemyFlag(%player, %flag);
|
|
}
|
|
|
|
// toggle visibility of the flag
|
|
setTargetRenderMask(%flag.waypoint.getTarget(), %flag.isHome ? 0 : 1);
|
|
}
|
|
|
|
function CTFGame::playerTouchOwnFlag(%game, %player, %flag)
|
|
{
|
|
if(%flag.isHome)
|
|
{
|
|
if (%player.holdingFlag !$= "")
|
|
%game.flagCap(%player);
|
|
}
|
|
else
|
|
%game.flagReturn(%flag, %player);
|
|
|
|
//call the AI function
|
|
%game.AIplayerTouchOwnFlag(%player, %flag);
|
|
}
|
|
|
|
function CTFGame::playerTouchEnemyFlag(%game, %player, %flag)
|
|
{
|
|
%client = %player.client;
|
|
%player.holdingFlag = %flag; //%player has this flag
|
|
%flag.carrier = %player; //this %flag is carried by %player
|
|
|
|
%player.mountImage(FlagImage, $FlagSlot, true, $teamSkin[%flag.team]);
|
|
|
|
%game.playerGotFlagTarget(%player);
|
|
//only cancel the return timer if the player is in bounds...
|
|
if (!%client.outOfBounds)
|
|
{
|
|
cancel($FlagReturnTimer[%flag]);
|
|
$FlagReturnTimer[%flag] = "";
|
|
}
|
|
|
|
//if this flag was "at home", see if both flags have now been taken
|
|
if (%flag.isHome)
|
|
{
|
|
// tiebreaker score
|
|
game.awardScoreFlagTouch( %client, %flag );
|
|
|
|
%startStalemate = false;
|
|
if ($TeamFlag[1] == %flag)
|
|
%startStalemate = !$TeamFlag[2].isHome;
|
|
else
|
|
%startStalemate = !$TeamFlag[1].isHome;
|
|
|
|
if (%startStalemate)
|
|
%game.stalemateSchedule = %game.schedule(%game.stalemateTimeMS, beginStalemate);
|
|
}
|
|
|
|
%flag.hide(true);
|
|
%flag.isHome = false;
|
|
if(%flag.stand)
|
|
%flag.stand.getDataBlock().onFlagTaken(%flag.stand);//animate, if exterior stand
|
|
|
|
$flagStatus[%flag.team] = %client.nameBase;
|
|
messageTeamExcept(%client, 'MsgCTFFlagTaken', '\c2Teammate %1 took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, $teamName[%flag.team], %flag.team, %client.nameBase);
|
|
messageTeam(%flag.team, 'MsgCTFFlagTaken', '\c2Your flag has been taken by %1!~wfx/misc/flag_taken.wav',%client.name, 0, %flag.team, %client.nameBase);
|
|
messageTeam(0, 'MsgCTFFlagTaken', '\c2%1 took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, $teamName[%flag.team], %flag.team, %client.nameBase);
|
|
messageClient(%client, 'MsgCTFFlagTaken', '\c2You took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, $teamName[%flag.team], %flag.team, %client.nameBase);
|
|
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") took team "@%flag.team@" flag");
|
|
|
|
//call the AI function
|
|
%game.AIplayerTouchEnemyFlag(%player, %flag);
|
|
|
|
//if the player is out of bounds, then in 3 seconds, it should be thrown back towards the in bounds area...
|
|
if (%client.outOfBounds)
|
|
%game.schedule(3000, "boundaryLoseFlag", %player);
|
|
}
|
|
|
|
function CTFGame::playerGotFlagTarget(%game, %player)
|
|
{
|
|
%player.scopeWhenSensorVisible(true);
|
|
%target = %player.getTarget();
|
|
setTargetRenderMask(%target, getTargetRenderMask(%target) | 0x2);
|
|
if(%game.stalemateObjsVisible)
|
|
setTargetAlwaysVisMask(%target, 0x7);
|
|
}
|
|
|
|
function CTFGame::playerLostFlagTarget(%game, %player)
|
|
{
|
|
%player.scopeWhenSensorVisible(false);
|
|
%target = %player.getTarget();
|
|
setTargetRenderMask(%target, getTargetRenderMask(%target) & ~0x2);
|
|
// clear his always vis target mask
|
|
setTargetAlwaysVisMask(%target, (1 << getTargetSensorGroup(%target)));
|
|
}
|
|
|
|
function CTFGame::playerDroppedFlag(%game, %player)
|
|
{
|
|
%client = %player.client;
|
|
%flag = %player.holdingFlag;
|
|
|
|
%game.playerLostFlagTarget(%player);
|
|
|
|
%player.holdingFlag = ""; //player isn't holding a flag anymore
|
|
%flag.carrier = ""; //flag isn't held anymore
|
|
$flagStatus[%flag.team] = "<In the Field>";
|
|
|
|
%player.unMountImage($FlagSlot);
|
|
%flag.hide(false); //Does the throwItem function handle this?
|
|
|
|
messageTeamExcept(%client, 'MsgCTFFlagDropped', '\c2Teammate %1 dropped the %2 flag.~wfx/misc/flag_drop.wav', %client.name, $teamName[%flag.team], %flag.team);
|
|
messageTeam(%flag.team, 'MsgCTFFlagDropped', '\c2Your flag has been dropped by %1!~wfx/misc/flag_drop.wav', %client.name, 0, %flag.team);
|
|
messageTeam(0, 'MsgCTFFlagDropped', '\c2%1 dropped the %2 flag.~wfx/misc/flag_drop.wav', %client.name, $teamName[%flag.team], %flag.team);
|
|
if(!%player.client.outOfBounds)
|
|
messageClient(%client, 'MsgCTFFlagDropped', '\c2You dropped the %2 flag.~wfx/misc/flag_drop.wav', 0, $teamName[%flag.team], %flag.team);
|
|
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") dropped team "@%flag.team@" flag");
|
|
|
|
//don't duplicate the schedule if there's already one in progress...
|
|
if ($FlagReturnTimer[%flag] <= 0)
|
|
$FlagReturnTimer[%flag] = %game.schedule(%game.FLAG_RETURN_DELAY - %game.fadeTimeMS, "flagReturnFade", %flag);
|
|
|
|
//call the AI function
|
|
%game.AIplayerDroppedFlag(%player, %flag);
|
|
}
|
|
|
|
function CTFGame::flagCap(%game, %player)
|
|
{
|
|
%client = %player.client;
|
|
%flag = %player.holdingFlag;
|
|
%flag.carrier = "";
|
|
|
|
%game.playerLostFlagTarget(%player);
|
|
//award points to player and team
|
|
messageTeamExcept(%client, 'MsgCTFFlagCapped', '\c2%1 captured the %2 flag!~wfx/misc/flag_capture.wav', %client.name, $teamName[%flag.team], %flag.team, %client.team);
|
|
messageTeam(%flag.team, 'MsgCTFFlagCapped', '\c2Your flag was captured by %1.~wfx/misc/flag_lost.wav', %client.name, 0, %flag.team, %client.team);
|
|
messageTeam(0, 'MsgCTFFlagCapped', '\c2%1 captured the %2 flag!~wfx/misc/flag_capture.wav', %client.name, $teamName[%flag.team], %flag.team, %client.team);
|
|
messageClient(%client, 'MsgCTFFlagCapped', '\c2You captured the %2 flag!~wfx/misc/flag_capture.wav', 0, $teamName[%flag.team], %flag.team, %client.team);
|
|
|
|
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") capped team "@%client.team@" flag");
|
|
%player.holdingFlag = ""; //no longer holding it.
|
|
%player.unMountImage($FlagSlot);
|
|
%game.flagReset(%flag);
|
|
%game.awardScoreFlagCap(%client, %flag);
|
|
|
|
//call the AI function
|
|
%game.AIflagCap(%player, %flag);
|
|
|
|
//if this cap didn't end the game, play the announcer...
|
|
if ($missionRunning)
|
|
{
|
|
if ($teamName[%client.team] $= 'Inferno')
|
|
messageAll("", '~wvoice/announcer/ann.infscores.wav');
|
|
else if ($teamName[%client.team] $= 'Storm')
|
|
messageAll("", '~wvoice/announcer/ann.stoscores.wav');
|
|
}
|
|
}
|
|
|
|
function CTFGame::flagReturnFade(%game, %flag)
|
|
{
|
|
$FlagReturnTimer[%flag] = %game.schedule(%game.fadeTimeMS, "flagReturn", %flag);
|
|
%flag.startFade(%game.fadeTimeMS, 0, true);
|
|
}
|
|
|
|
function CTFGame::flagReturn(%game, %flag, %player)
|
|
{
|
|
cancel($FlagReturnTimer[%flag]);
|
|
$FlagReturnTimer[%flag] = "";
|
|
|
|
if(%flag.team == 1)
|
|
%otherTeam = 2;
|
|
else
|
|
%otherTeam = 1;
|
|
if (%player !$= "")
|
|
{
|
|
//a player returned it
|
|
%client = %player.client;
|
|
messageTeamExcept(%client, 'MsgCTFFlagReturned', '\c2Teammate %1 returned your flag to base.~wfx/misc/flag_return.wav', %client.name, 0, %flag.team);
|
|
messageTeam(%otherTeam, 'MsgCTFFlagReturned', '\c2Enemy %1 returned the %2 flag.~wfx/misc/flag_return.wav', %client.name, $teamName[%flag.team], %flag.team);
|
|
messageTeam(0, 'MsgCTFFlagReturned', '\c2%1 returned the %2 flag.~wfx/misc/flag_return.wav', %client.name, $teamName[%flag.team], %flag.team);
|
|
messageClient(%client, 'MsgCTFFlagReturned', '\c2You returned your flag.~wfx/misc/flag_return.wav', 0, $teamName[%flag.team], %flag.team);
|
|
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") returned team "@%flag.team@" flag");
|
|
%game.awardScoreFlagReturn(%player.client);
|
|
}
|
|
else
|
|
{
|
|
//returned due to timer
|
|
messageTeam(%otherTeam, 'MsgCTFFlagReturned', '\c2The %2 flag was returned to base.~wfx/misc/flag_return.wav', 0, $teamName[%flag.team], %flag.team); //because it was dropped for too long
|
|
messageTeam(%flag.team, 'MsgCTFFlagReturned', '\c2Your flag was returned.~wfx/misc/flag_return.wav', 0, 0, %flag.team);
|
|
messageTeam(0, 'MsgCTFFlagReturned', '\c2The %2 flag was returned to base.~wfx/misc/flag_return.wav', 0, $teamName[%flag.team], %flag.team);
|
|
logEcho("team "@%flag.team@" flag returned (timeout)");
|
|
}
|
|
%game.flagReset(%flag);
|
|
}
|
|
|
|
function CTFGame::showStalemateTargets(%game)
|
|
{
|
|
cancel(%game.stalemateSchedule);
|
|
|
|
//show the targets
|
|
for (%i = 1; %i <= 2; %i++)
|
|
{
|
|
%flag = $TeamFlag[%i];
|
|
|
|
//find the object to scope/waypoint....
|
|
//render the target hud icon for slot 1 (a centermass flag)
|
|
//if we just set him as always sensor vis, it'll work fine.
|
|
if (isObject(%flag.carrier))
|
|
setTargetAlwaysVisMask(%flag.carrier.getTarget(), 0x7);
|
|
}
|
|
|
|
//schedule the targets to hide
|
|
%game.stalemateObjsVisible = true;
|
|
%game.stalemateSchedule = %game.schedule(%game.stalemateDurationMS, hideStalemateTargets);
|
|
}
|
|
|
|
function CTFGame::hideStalemateTargets(%game)
|
|
{
|
|
cancel(%game.stalemateSchedule);
|
|
|
|
//hide the targets
|
|
for (%i = 1; %i <= 2; %i++)
|
|
{
|
|
%flag = $TeamFlag[%i];
|
|
if (isObject(%flag.carrier))
|
|
{
|
|
%target = %flag.carrier.getTarget();
|
|
setTargetAlwaysVisMask(%target, (1 << getTargetSensorGroup(%target)));
|
|
}
|
|
}
|
|
|
|
//schedule the targets to show again
|
|
%game.stalemateObjsVisible = false;
|
|
%game.stalemateSchedule = %game.schedule(%game.stalemateFreqMS, showStalemateTargets);
|
|
}
|
|
|
|
function CTFGame::beginStalemate(%game)
|
|
{
|
|
%game.stalemate = true;
|
|
%game.showStalemateTargets();
|
|
}
|
|
|
|
function CTFGame::endStalemate(%game)
|
|
{
|
|
%game.stalemate = false;
|
|
%game.hideStalemateTargets();
|
|
cancel(%game.stalemateSchedule);
|
|
}
|
|
|
|
function CTFGame::flagReset(%game, %flag)
|
|
{
|
|
//any time a flag is reset, kill the stalemate schedule
|
|
%game.endStalemate();
|
|
|
|
//make sure if there's a player carrying it (probably one out of bounds...), it is stripped first
|
|
if (isObject(%flag.carrier))
|
|
{
|
|
//hide the target hud icon for slot 2 (a centermass flag - visible only as part of a teams sensor network)
|
|
%game.playerLostFlagTarget(%flag.carrier);
|
|
%flag.carrier.holdingFlag = ""; //no longer holding it.
|
|
%flag.carrier.unMountImage($FlagSlot);
|
|
}
|
|
|
|
//fades, restore default position, home, velocity, general status, etc.
|
|
%flag.setVelocity("0 0 0");
|
|
%flag.setTransform(%flag.originalPosition);
|
|
%flag.isHome = true;
|
|
%flag.carrier = "";
|
|
$flagStatus[%flag.team] = "<At Base>";
|
|
%flag.hide(false);
|
|
if(%flag.stand)
|
|
%flag.stand.getDataBlock().onFlagReturn(%flag.stand);//animate, if exterior stand
|
|
|
|
//fade the flag in...
|
|
%flag.startFade(%game.fadeTimeMS, 0, false);
|
|
|
|
// dont render base target
|
|
setTargetRenderMask(%flag.waypoint.getTarget(), 0);
|
|
|
|
//call the AI function
|
|
%game.AIflagReset(%flag);
|
|
}
|
|
|
|
function CTFGame::timeLimitReached(%game)
|
|
{
|
|
logEcho("game over (timelimit)");
|
|
%game.gameOver();
|
|
cycleMissions();
|
|
}
|
|
|
|
function CTFGame::scoreLimitReached(%game)
|
|
{
|
|
logEcho("game over (scorelimit)");
|
|
%game.gameOver();
|
|
cycleMissions();
|
|
}
|
|
|
|
function CTFGame::notifyMineDeployed(%game, %mine)
|
|
{
|
|
//see if the mine is within 5 meters of the flag stand...
|
|
%mineTeam = %mine.sourceObject.team;
|
|
%homeFlag = $TeamFlag[%mineTeam];
|
|
if (isObject(%homeFlag))
|
|
{
|
|
%dist = VectorDist(%homeFlag.originalPosition, %mine.position);
|
|
if (%dist <= %game.notifyMineDist)
|
|
{
|
|
messageTeam(%mineTeam, 'MsgCTFFlagMined', "The flag has been mined.~wvoice/announcer/flag_minedFem.wav" );
|
|
}
|
|
}
|
|
}
|
|
|
|
function CTFGame::gameOver(%game)
|
|
{
|
|
//call the default
|
|
DefaultGame::gameOver(%game);
|
|
|
|
//send the winner message
|
|
%winner = "";
|
|
if ($teamScore[1] > $teamScore[2])
|
|
%winner = $teamName[1];
|
|
else if ($teamScore[2] > $teamScore[1])
|
|
%winner = $teamName[2];
|
|
|
|
if (%winner $= 'Storm')
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.stowins.wav" );
|
|
else if (%winner $= 'Inferno')
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.infwins.wav" );
|
|
else
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.gameover.wav" );
|
|
|
|
messageAll('MsgClearObjHud', "");
|
|
for(%i = 0; %i < ClientGroup.getCount(); %i ++)
|
|
{
|
|
%client = ClientGroup.getObject(%i);
|
|
%game.resetScore(%client);
|
|
}
|
|
for(%j = 1; %j <= %game.numTeams; %j++)
|
|
$TeamScore[%j] = 0;
|
|
}
|
|
|
|
function CTFGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc)
|
|
{
|
|
//the DefaultGame will set some vars
|
|
DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc);
|
|
|
|
|
|
//if victim is carrying a flag and is not on the attackers team, mark the attacker as a threat for x seconds(for scoring purposes)
|
|
if ((%clVictim.holdingFlag !$= "") && (%clVictim.team != %clAttacker.team))
|
|
{
|
|
%clAttacker.dmgdFlagCarrier = true;
|
|
cancel(%clAttacker.threatTimer); //restart timer
|
|
%clAttacker.threatTimer = schedule(%game.TIME_CONSIDERED_FLAGCARRIER_THREAT, %clAttacker.dmgdFlagCarrier = false);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
function CTFGame::clientMissionDropReady(%game, %client)
|
|
{
|
|
messageClient(%client, 'MsgClientReady',"", %game.class);
|
|
%game.resetScore(%client);
|
|
for(%i = 1; %i <= %game.numTeams; %i++)
|
|
{
|
|
$Teams[%i].score = 0;
|
|
messageClient(%client, 'MsgCTFAddTeam', "", %i, $TeamName[%i], $flagStatus[%i], $TeamScore[%i]);
|
|
}
|
|
//%game.populateTeamRankArray(%client);
|
|
|
|
//messageClient(%client, 'MsgYourRankIs', "", -1);
|
|
|
|
messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
|
|
|
|
DefaultGame::clientMissionDropReady(%game, %client);
|
|
}
|
|
|
|
function CTFGame::assignClientTeam(%game, %client, %respawn)
|
|
{
|
|
DefaultGame::assignClientTeam(%game, %client, %respawn);
|
|
// if player's team is not on top of objective hud, switch lines
|
|
messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
|
|
}
|
|
|
|
function CTFGame::recalcScore(%game, %cl)
|
|
{
|
|
%killValue = %cl.kills * %game.SCORE_PER_KILL;
|
|
%deathValue = %cl.deaths * %game.SCORE_PER_DEATH;
|
|
|
|
if (%killValue - %deathValue == 0)
|
|
%killPoints = 0;
|
|
else
|
|
%killPoints = (%killValue * %killValue) / (%killValue - %deathValue);
|
|
|
|
%cl.offenseScore = %killPoints +
|
|
%cl.suicides * %game.SCORE_PER_SUICIDE + //-1
|
|
%cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + // 1
|
|
%cl.teamKills * %game.SCORE_PER_TEAMKILL + // -1
|
|
%cl.flagCaps * %game.SCORE_PER_PLYR_FLAG_CAP + // 3
|
|
%cl.genDestroys * %game.SCORE_PER_GEN_DESTROY; // 2
|
|
|
|
%cl.defenseScore = %cl.genDefends * %game.SCORE_PER_GEN_DEFEND + // 1
|
|
%cl.carrierKills * %game.SCORE_PER_CARRIER_KILL + // 1
|
|
%cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + // 1
|
|
%cl.turretKills * %game.SCORE_PER_TURRET_KILL + // 1
|
|
%cl.flagReturns * %game.SCORE_PER_FLAG_RETURN + // 1
|
|
%cl.genRepairs * %game.SCORE_PER_GEN_REPAIR; // 1
|
|
|
|
%cl.score = mFloor(%cl.offenseScore + %cl.defenseScore);
|
|
|
|
%game.recalcTeamRanks(%cl);
|
|
}
|
|
|
|
function CTFGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
{
|
|
if(%game.testTurretKill(%implement)) //check for turretkill before awarded a non client points for a kill
|
|
%game.awardScoreTurretKill(%clVictim, %implement);
|
|
else if (%game.testKill(%clVictim, %clKiller)) //verify victim was an enemy
|
|
{
|
|
%game.awardScoreKill(%clKiller);
|
|
%game.awardScoreDeath(%clVictim);
|
|
|
|
if (%game.testGenDefend(%clVictim, %clKiller))
|
|
%game.awardScoreGenDefend(%clKiller);
|
|
|
|
if(%game.testCarrierKill(%clVictim, %clKiller))
|
|
%game.awardScoreCarrierKill(%clKiller);
|
|
else
|
|
{
|
|
if (%game.testFlagDefend(%clVictim, %clKiller))
|
|
%game.awardScoreFlagDefend(%clKiller);
|
|
}
|
|
if (%game.testEscortAssist(%clVictim, %clKiller))
|
|
%game.awardScoreEscortAssist(%clKiller);
|
|
}
|
|
else
|
|
{
|
|
if (%game.testSuicide(%clVictim, %clKiller, %damageType)) //otherwise test for suicide
|
|
{
|
|
%game.awardScoreSuicide(%clVictim);
|
|
}
|
|
else
|
|
{
|
|
if (%game.testTeamKill(%clVictim, %clKiller)) //otherwise test for a teamkill
|
|
%game.awardScoreTeamKill(%clVictim, %clKiller);
|
|
}
|
|
}
|
|
}
|
|
|
|
function CTFGame::testFlagDefend(%game, %victimID, %killerID)
|
|
{
|
|
InitContainerRadiusSearch(%victimID.plyrPointOfDeath, %game.RADIUS_FLAG_DEFENSE, $TypeMasks::ItemObjectType);
|
|
%objID = containerSearchNext();
|
|
while(%objID != 0)
|
|
{
|
|
%objType = %objID.getDataBlock().getName();
|
|
if ((%objType $= "Flag") && (%objID.team == %killerID.team))
|
|
return true; //found the(a) killer's flag near the victim's point of death
|
|
else
|
|
%objID = containerSearchNext();
|
|
}
|
|
return false; //didn't find a qualifying flag within required radius of victims point of death
|
|
}
|
|
|
|
function CTFGame::testGenDefend(%game, %victimID, %killerID)
|
|
{
|
|
InitContainerRadiusSearch(%victimID.plyrPointOfDeath, %game.RADIUS_GEN_DEFENSE, $TypeMasks::StaticShapeObjectType);
|
|
%objID = containerSearchNext();
|
|
while(%objID != 0)
|
|
{
|
|
%objType = %objID.getDataBlock().ClassName;
|
|
if ((%objType $= "generator") && (%objID.team == %killerID.team))
|
|
return true; //found a killer's generator within required radius of victim's death
|
|
else
|
|
%objID = containerSearchNext();
|
|
}
|
|
return false; //didn't find a qualifying gen within required radius of victim's point of death
|
|
}
|
|
|
|
function CTFGame::testCarrierKill(%game, %victimID, %killerID)
|
|
{
|
|
%flag = %victimID.plyrDiedHoldingFlag;
|
|
return ((%flag !$= "") && (%flag.team == %killerID.team));
|
|
}
|
|
|
|
function CTFGame::testEscortAssist(%game, %victimID, %killerID)
|
|
{
|
|
return (%victimID.dmgdFlagCarrier);
|
|
}
|
|
|
|
function CTFGame::testGenDestroyed(%game, %obj)
|
|
{
|
|
return (%obj.lastDamagedByTeam != %obj.team);
|
|
}
|
|
|
|
function CTFGame::testValidRepair(%game, %obj)
|
|
{
|
|
return ((%obj.lastDamagedByTeam != %obj.team) && (%obj.repairedBy.team == %obj.team));
|
|
}
|
|
|
|
function CTFGame::awardScoreFlagCap(%game, %cl, %flag)
|
|
{
|
|
%cl.flagCaps++;
|
|
$TeamScore[%cl.team] += %game.SCORE_PER_TEAM_FLAG_CAP;
|
|
messageAll('MsgTeamScoreIs', "", %cl.team, $TeamScore[%cl.team]);
|
|
|
|
if (%game.SCORE_PER_TEAM_FLAG_CAP > 0)
|
|
{
|
|
%plural = (%game.SCORE_PER_PLYR_FLAG_CAP != 1 ? 's' : "");
|
|
messageClient(%cl, 'msgCTFFriendCap', '\c0You receive %1 point%2 for capturing the enemy flag!', %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
messageTeamExcept(%cl, 'msgCTFFriendCap', '\c0%1 receives %2 point%3 for capturing the enemy flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
messageTeam(%flag.team, 'msgCTFEnemyCap', '\c0Enemy %1 received %2 point%3 for capturing your flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
%game.checkScoreLimit(%cl.team);
|
|
}
|
|
|
|
|
|
function CTFGame::awardScoreFlagTouch(%game, %cl, %flag)
|
|
{
|
|
%team = %cl.team;
|
|
if( $DontScoreTimer[%team] )
|
|
return;
|
|
|
|
$dontScoreTimer[%team] = true;
|
|
schedule(%game.TOUCH_DELAY_MS, 0, eval, "$dontScoreTimer["@%team@"] = false;");
|
|
$TeamScore[%team] += %game.SCORE_PER_TEAM_FLAG_TOUCH;
|
|
messageAll('MsgTeamScoreIs', "", %team, $TeamScore[%team]);
|
|
|
|
if (%game.SCORE_PER_TEAM_FLAG_TOUCH > 0)
|
|
{
|
|
%plural = (%game.SCORE_PER_TEAM_FLAG_TOUCH != 1 ? 's' : "");
|
|
messageTeam(%team, 'msgCTFFriendFlagTouch', '\c0Your team receives %1 point%2 for grabbing the enemy flag!', %game.SCORE_PER_TEAM_FLAG_TOUCH, %plural);
|
|
messageTeam(%flag.team, 'msgCTFEnemyFlagTouch', '\c0Enemy team %1 receives %2 point%3 for grabbing your flag!', %cl.name, %game.SCORE_PER_TEAM_FLAG_TOUCH, %plural);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
%game.checkScoreLimit(%team);
|
|
}
|
|
|
|
function CTFGame::checkScoreLimit(%game, %team)
|
|
{
|
|
%scoreLimit = MissionGroup.CTF_scoreLimit * %game.SCORE_PER_TEAM_FLAG_CAP;
|
|
// default of 5 if scoreLimit not defined
|
|
if(%scoreLimit $= "")
|
|
%scoreLimit = 5 * %game.SCORE_PER_TEAM_FLAG_CAP;
|
|
if($TeamScore[%team] >= %scoreLimit)
|
|
%game.scoreLimitReached();
|
|
}
|
|
|
|
function CTFGame::awardScoreFlagReturn(%game, %cl)
|
|
{
|
|
%cl.flagReturns++;
|
|
if (%game.SCORE_PER_FLAG_RETURN != 0)
|
|
{
|
|
messageClient(%cl, 'scoreFlaRetMsg', '\c0You received a %1 point bonus for returning your flag.', %game.SCORE_PER_FLAG_RETURN);
|
|
messageTeamExcept(%cl, 'scoreFlaRetMsg', '\c0Teammate %1 received a %2 point bonus for returning your flag.', %cl.name, %game.SCORE_PER_FLAG_RETURN);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreGenDestroy(%game,%cl)
|
|
{
|
|
%cl.genDestroys++;
|
|
if (%game.SCORE_PER_GEN_DESTROY != 0)
|
|
{
|
|
messageClient(%cl, 'msgGenDes', '\c0You received a %1 point bonus for destroying an enemy generator.', %game.SCORE_PER_GEN_DESTROY);
|
|
messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreGenRepair(%game, %cl)
|
|
{
|
|
%cl.genRepairs++;
|
|
if (%game.SCORE_PER_GEN_REPAIR != 0)
|
|
{
|
|
messageClient(%cl, 'msgGenRep', '\c0You received a %1 point bonus for repairing a generator.', %game.SCORE_PER_GEN_REPAIR);
|
|
messageTeamExcept(%cl, 'msgGenRep', '\c0Teammate %1 received a %2 point bonus for repairing a generator.', %cl.name, %game.SCORE_PER_GEN_REPAIR);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreGenDefend(%game, %killerID)
|
|
{
|
|
%killerID.genDefends++;
|
|
if (%game.SCORE_PER_GEN_DEFEND != 0)
|
|
{
|
|
messageClient(%killerID, 'msgGenDef', '\c0You received a %1 point bonus for defending a generator.', %game.SCORE_PER_GEN_DEFEND);
|
|
messageTeamExcept(%killerID, 'msgGenDef', '\c0Teammate %1 received a %2 point bonus for defending a generator.', %killerID.name, %game.SCORE_PER_GEN_DEFEND);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreCarrierKill(%game, %killerID)
|
|
{
|
|
%killerID.carrierKills++;
|
|
if (%game.SCORE_PER_CARRIER_KILL != 0)
|
|
{
|
|
messageClient(%killerID, 'msgCarKill', '\c0You received a %1 point bonus for stopping the enemy flag carrier!', %game.SCORE_PER_CARRIER_KILL);
|
|
messageTeamExcept(%killerID, 'msgCarKill', '\c0Teammate %1 received a %2 point bonus for stopping the enemy flag carrier!', %killerID.name, %game.SCORE_PER_CARRIER_KILL);
|
|
}
|
|
%game.recalcScore(%killerID);
|
|
}
|
|
|
|
function CTFGame::awardScoreFlagDefend(%game, %killerID)
|
|
{
|
|
%killerID.flagDefends++;
|
|
if (%game.SCORE_PER_FLAG_DEFEND != 0)
|
|
{
|
|
messageClient(%killerID, 'msgFlagDef', '\c0You received a %1 point bonus for defending your flag!', %game.SCORE_PER_FLAG_DEFEND);
|
|
messageTeamExcept(%killerID, 'msgFlagDef', '\c0Teammate %1 received a %2 point bonus for defending your flag!', %killerID.name, %game.SCORE_PER_FLAG_DEFEND);
|
|
}
|
|
%game.recalcScore(%killerID);
|
|
}
|
|
|
|
function CTFGame::awardScoreEscortAssist(%game, %killerID)
|
|
{
|
|
%killerID.escortAssists++;
|
|
if (%game.SCORE_PER_ESCORT_ASSIST != 0)
|
|
{
|
|
messageClient(%killerID, 'msgEscAsst', '\c0You received a %1 point bonus for protecting the flag carrier!', %game.SCORE_PER_ESCORT_ASSIST);
|
|
messageTeamExcept(%killerID, 'msgEscAsst', '\c0Teammate %1 received a %2 point bonus for protecting the flag carrier!', %killerID.name, %game.SCORE_PER_ESCORT_ASSIST);
|
|
}
|
|
%game.recalcScore(%killerID);
|
|
}
|
|
|
|
function CTFGame::resetScore(%game, %client)
|
|
{
|
|
%client.offenseScore = 0;
|
|
%client.kills = 0;
|
|
%client.deaths = 0;
|
|
%client.suicides = 0;
|
|
%client.escortAssists = 0;
|
|
%client.teamKills = 0;
|
|
%client.flagCaps = 0;
|
|
%client.genDestroys = 0;
|
|
|
|
%client.defenseScore = 0;
|
|
%client.genDefends = 0;
|
|
%client.carrierKills = 0;
|
|
%client.escortAssists = 0;
|
|
%client.turretKills = 0;
|
|
%client.flagReturns = 0;
|
|
%client.genRepairs = 0;
|
|
|
|
|
|
%client.score = 0;
|
|
}
|
|
|
|
function CTFGame::genOnRepaired(%game, %obj, %objName)
|
|
{
|
|
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgGenRepaired', '\c0%1 repaired the %2 Generator!', %repairman.name, %obj.nameTag);
|
|
%game.awardScoreGenRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::stationOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgStationRepaired', '\c0%1 repaired the %2 Inventory Station!', %repairman.name, %obj.nameTag);
|
|
}
|
|
}
|
|
|
|
function CTFGame::sensorOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgSensorRepaired', '\c0%1 repaired the %2 Pulse Sensor!', %repairman.name, %obj.nameTag);
|
|
}
|
|
}
|
|
|
|
function CTFGame::turretOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgTurretRepaired', '\c0%1 repaired the %2 Turret!', %repairman.name, %obj.nameTag);
|
|
}
|
|
}
|
|
|
|
function CTFGame::vStationOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgTurretRepaired', '\c0%1 repaired the %2 Vehicle Station!', %repairman.name, %obj.nameTag);
|
|
}
|
|
}
|
|
|
|
function CTFGame::enterMissionArea(%game, %playerData, %player)
|
|
{
|
|
%player.client.outOfBounds = false;
|
|
messageClient(%player.client, 'EnterMissionArea', '\c1You are back in the mission area.');
|
|
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") entered mission area");
|
|
|
|
//the instant a player leaves the mission boundary, the flag is dropped, and the return is scheduled...
|
|
if (%player.holdingFlag > 0)
|
|
{
|
|
cancel($FlagReturnTimer[%player.holdingFlag]);
|
|
$FlagReturnTimer[%player.holdingFlag] = "";
|
|
}
|
|
}
|
|
|
|
function CTFGame::leaveMissionArea(%game, %playerData, %player)
|
|
{
|
|
// maybe we'll do this just in case
|
|
%player.client.outOfBounds = true;
|
|
// if the player is holding a flag, strip it and throw it back into the mission area
|
|
// otherwise, just print a message
|
|
if(%player.holdingFlag > 0)
|
|
%game.boundaryLoseFlag(%player);
|
|
else
|
|
messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You have left the mission area.~wfx/misc/warning_beep.wav');
|
|
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") left mission area");
|
|
}
|
|
|
|
function CTFGame::boundaryLoseFlag(%game, %player)
|
|
{
|
|
// this is called when a player goes out of the mission area while holding
|
|
// the enemy flag. - make sure the player is still out of bounds
|
|
if (!%player.client.outOfBounds || !isObject(%player.holdingFlag))
|
|
return;
|
|
|
|
%client = %player.client;
|
|
%flag = %player.holdingFlag;
|
|
%flag.setVelocity("0 0 0");
|
|
%flag.setTransform(%player.getWorldBoxCenter());
|
|
%flag.setCollisionTimeout(%player);
|
|
|
|
%game.playerDroppedFlag(%player);
|
|
|
|
// now for the tricky part -- throwing the flag back into the mission area
|
|
// let's try throwing it back towards its "home"
|
|
%home = %flag.originalPosition;
|
|
%vecx = firstWord(%home) - firstWord(%player.getWorldBoxCenter());
|
|
%vecy = getWord(%home, 1) - getWord(%player.getWorldBoxCenter(), 1);
|
|
%vecz = getWord(%home, 2) - getWord(%player.getWorldBoxCenter(), 2);
|
|
%vec = %vecx SPC %vecy SPC %vecz;
|
|
|
|
// normalize the vector, scale it, and add an extra "upwards" component
|
|
%vecNorm = VectorNormalize(%vec);
|
|
%vec = VectorScale(%vecNorm, 1500);
|
|
%vec = vectorAdd(%vec, "0 0 500");
|
|
|
|
// apply the impulse to the flag object
|
|
%flag.applyImpulse(%player.getWorldBoxCenter(), %vec);
|
|
|
|
//don't forget to send the message
|
|
messageClient(%player.client, 'MsgCTFFlagDropped', '\c1You have left the mission area and lost the flag.~wfx/misc/flag_drop.wav', 0, 0, %player.holdingFlag.team);
|
|
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") lost flag (out of bounds)");
|
|
}
|
|
|
|
function CTFGame::dropFlag(%game, %player)
|
|
{
|
|
if(%player.holdingFlag > 0)
|
|
{
|
|
if (!%player.client.outOfBounds)
|
|
%player.throwObject(%player.holdingFlag);
|
|
else
|
|
%game.boundaryLoseFlag(%player);
|
|
}
|
|
}
|
|
|
|
function CTFGame::applyConcussion(%game, %player)
|
|
{
|
|
%game.dropFlag( %player );
|
|
}
|
|
|