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untyped
// this needs a refactor lol
global function CaptureTheFlag_Init
global function RateSpawnpoints_CTF
const array<string> SWAP_FLAG_MAPS = [
"mp_forwardbase_kodai",
"mp_lf_meadow"
]
struct {
entity imcFlagSpawn
entity imcFlag
entity imcFlagReturnTrigger
entity militiaFlagSpawn
entity militiaFlag
entity militiaFlagReturnTrigger
array<entity> imcCaptureAssistList
array<entity> militiaCaptureAssistList
} file
void function CaptureTheFlag_Init()
{
PrecacheModel( CTF_FLAG_MODEL )
PrecacheModel( CTF_FLAG_BASE_MODEL )
CaptureTheFlagShared_Init()
SetSwitchSidesBased( true )
SetSuddenDeathBased( true )
SetShouldUseRoundWinningKillReplay( true )
SetRoundWinningKillReplayKillClasses( false, false ) // make these fully manual
AddCallback_OnClientConnected( CTFInitPlayer )
AddCallback_GameStateEnter( eGameState.Prematch, CreateFlags )
AddCallback_GameStateEnter( eGameState.Epilogue, RemoveFlags )
AddCallback_OnTouchHealthKit( "item_flag", OnFlagCollected )
AddCallback_OnPlayerKilled( OnPlayerKilled )
AddCallback_OnPilotBecomesTitan( DropFlagForBecomingTitan )
SetSpawnZoneRatingFunc( DecideSpawnZone_CTF )
RegisterSignal( "FlagReturnEnded" )
RegisterSignal( "ResetDropTimeout" )
// setup stuff for the functions in sh_gamemode_ctf
// don't really like using level for stuff but just how it be
level.teamFlags <- {}
// setup score event earnmeter values
ScoreEvent_SetEarnMeterValues( "KillPilot", 0.05, 0.20 )
ScoreEvent_SetEarnMeterValues( "Headshot", 0.0, 0.02 )
ScoreEvent_SetEarnMeterValues( "FirstStrike", 0.0, 0.05 )
ScoreEvent_SetEarnMeterValues( "KillTitan", 0.0, 0.25 )
ScoreEvent_SetEarnMeterValues( "PilotBatteryStolen", 0.0, 0.35 )
ScoreEvent_SetEarnMeterValues( "FlagCarrierKill", 0.0, 0.20 )
ScoreEvent_SetEarnMeterValues( "FlagTaken", 0.0, 0.10 )
ScoreEvent_SetEarnMeterValues( "FlagCapture", 0.0, 0.30 )
ScoreEvent_SetEarnMeterValues( "FlagCaptureAssist", 0.0, 0.20 )
ScoreEvent_SetEarnMeterValues( "FlagReturn", 0.0, 0.20 )
}
const bool CTF_SPAWN_DEBUG = false
void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, int team, entity player )
{
// get the player's frontline and try to spawn them there, then give less good ratings as we get away from the frontline in the direction of the player's base
Frontline frontline = GetFrontline( player.GetTeam() )
entity ourFlag = GetFlagForTeam( player.GetTeam() )
entity theirFlag = GetFlagForTeam( GetOtherTeam( player.GetTeam() ) )
float flagDist = Distance2D( ourFlag.GetOrigin(), theirFlag.GetOrigin() )
// weight the frontline position to be closer to friendly base
// this is mainly done to avoid issues with frontline position being way too aggressive when people push enemy bases and that, making it pretty unfair for defending team
vector weightedFrontline = frontline.origin
{
const float FRONTLINE_WEIGHT_THRESHOLD = 0.325
float frontlineAngle = atan2( frontline.origin.y - ourFlag.GetOrigin().y, frontline.origin.x - ourFlag.GetOrigin().x ) * ( 180 / PI )
float frontlineDistFrac = Distance2D( ourFlag.GetOrigin(), frontline.origin ) / flagDist
if ( frontlineDistFrac > FRONTLINE_WEIGHT_THRESHOLD )
{
float fracAboveThreshold = frontlineDistFrac - FRONTLINE_WEIGHT_THRESHOLD
fracAboveThreshold *= fracAboveThreshold * 0.4
frontlineDistFrac = FRONTLINE_WEIGHT_THRESHOLD + fracAboveThreshold
}
weightedFrontline = ourFlag.GetOrigin() + AnglesToForward( < 0, frontlineAngle, 0 > ) * ( frontlineDistFrac * flagDist )
#if CTF_SPAWN_DEBUG
DebugDrawSphere( frontline.origin, 100, 0, 0, 255, false, 30.0, 16 )
DebugDrawSphere( weightedFrontline, 100, 0, 255, 0, false, 30.0, 16 )
#endif
}
float frontlineDistReal = Distance2D( ourFlag.GetOrigin(), frontline.origin )
float frontlineDist = Distance2D( ourFlag.GetOrigin(), weightedFrontline )
float frontlineAngleReal = atan2( frontline.origin.y - ourFlag.GetOrigin().y, frontline.origin.x - ourFlag.GetOrigin().x ) * ( 180 / PI )
float frontlineAngle = atan2( weightedFrontline.y - ourFlag.GetOrigin().y, weightedFrontline.x - ourFlag.GetOrigin().x ) * ( 180 / PI )
// dividing dist between flags by 3ish gives a good radius for the initial circle
// should this be based on the distance to the frontline? unsure, it probably should be based more on map size than spawn pos anyway
float initialRatingRad = flagDist / 3.25 / 2
foreach ( entity spawnpoint in spawnpoints )
{
float rating
// assume 150 is the max possible rating, with a range of 50-150 if within the initial rating radius, and 0-50 outside of it
float dist = Distance2D( spawnpoint.GetOrigin(), weightedFrontline )
if ( dist <= initialRatingRad )
{
rating = 50 + ( dist / initialRatingRad ) * 100
#if CTF_SPAWN_DEBUG
DebugDrawSphere( spawnpoint.GetOrigin(), 50, 255, 0, 0, false, 30.0, 16 )
#endif
}
else
{
// calc angle between our spawnpoint and frontline
float angleReal = ( atan2( frontline.origin.y - spawnpoint.GetOrigin().y, frontline.origin.x - spawnpoint.GetOrigin().x ) * ( 180 / PI ) ) - frontlineAngleReal
float angle = ( atan2( weightedFrontline.y - spawnpoint.GetOrigin().y, weightedFrontline.x - spawnpoint.GetOrigin().x ) * ( 180 / PI ) ) - frontlineAngle
// if it's <=1/3 of the distance between frontline and spawn, ensure it's within 65deg
// otherwise, just make sure its on the same side of the map
float frontlineSpawnDist = Distance2D( spawnpoint.GetOrigin(), weightedFrontline )
if ( ( angleReal <= 50 && angleReal >= -50 ) || ( angle <= 110 && angle >= -110 && frontlineSpawnDist <= frontlineDistReal / 3 ) && frontlineSpawnDist < frontlineDist )
{
// max out at flagDist, rate better as we get closer
rating = ( ( 1 - ( Distance2D( spawnpoint.GetOrigin(), weightedFrontline ) / frontlineDist ) ) * 50 )
#if CTF_SPAWN_DEBUG
DebugDrawSphere( spawnpoint.GetOrigin(), 50, 255, 200, 255 - int( ( rating / 50 ) * 255 ), false, 30.0, 16 )
#endif
}
}
spawnpoint.CalculateRating( checkClass, player.GetTeam(), rating, rating > 0 ? rating * 0.25 : rating )
}
}
void function CTFInitPlayer( entity player )
{
if ( !IsValid( file.imcFlagSpawn ) )
return
vector imcSpawn = file.imcFlagSpawn.GetOrigin()
Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_IMC, imcSpawn.x, imcSpawn.y, imcSpawn.z )
vector militiaSpawn = file.militiaFlagSpawn.GetOrigin()
Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_MILITIA, militiaSpawn.x, militiaSpawn.y, militiaSpawn.z )
}
void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( !IsValid( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ) ) ) // getting a crash idk
return
if ( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ).GetParent() == victim )
{
if ( victim != attacker && attacker.IsPlayer() )
AddPlayerScore( attacker, "FlagCarrierKill", victim )
DropFlag( victim )
}
}
void function CreateFlags()
{
if ( IsValid( file.imcFlagSpawn ) )
{
file.imcFlagSpawn.Destroy()
file.imcFlag.Destroy()
file.imcFlagReturnTrigger.Destroy()
file.militiaFlagSpawn.Destroy()
file.militiaFlag.Destroy()
file.militiaFlagReturnTrigger.Destroy()
}
foreach ( entity spawn in GetEntArrayByClass_Expensive( "info_spawnpoint_flag" ) )
{
// on some maps flags are on the opposite side from what they should be
// likely this is because respawn uses distance checks from spawns to check this in official
// but i don't like doing that so just using a list of maps to swap them on lol
bool switchedSides = HasSwitchedSides() == 1
// i dont know why this works and whatever we had before didn't, but yeah
bool shouldSwap = switchedSides
if (!shouldSwap && SWAP_FLAG_MAPS.contains( GetMapName() ))
shouldSwap = !shouldSwap
int flagTeam = spawn.GetTeam()
if ( shouldSwap )
{
flagTeam = GetOtherTeam( flagTeam )
SetTeam( spawn, flagTeam )
}
// create flag base
entity base = CreatePropDynamic( CTF_FLAG_BASE_MODEL, spawn.GetOrigin(), spawn.GetAngles(), 0 )
SetTeam( base, spawn.GetTeam() )
svGlobal.flagSpawnPoints[ flagTeam ] = base
// create flag
entity flag = CreateEntity( "item_flag" )
flag.SetValueForModelKey( CTF_FLAG_MODEL )
SetTeam( flag, flagTeam )
flag.MarkAsNonMovingAttachment()
DispatchSpawn( flag )
flag.SetModel( CTF_FLAG_MODEL )
flag.SetOrigin( spawn.GetOrigin() + < 0, 0, base.GetBoundingMaxs().z * 2 > ) // ensure flag doesn't spawn clipped into geometry
flag.SetVelocity( < 0, 0, 1 > )
flag.s.canTake <- true
flag.s.playersReturning <- []
level.teamFlags[ flag.GetTeam() ] <- flag
entity returnTrigger = CreateEntity( "trigger_cylinder" )
SetTeam( returnTrigger, flagTeam )
returnTrigger.SetRadius( CTF_GetFlagReturnRadius() )
returnTrigger.SetAboveHeight( CTF_GetFlagReturnRadius() )
returnTrigger.SetBelowHeight( CTF_GetFlagReturnRadius() )
returnTrigger.SetEnterCallback( OnPlayerEntersFlagReturnTrigger )
returnTrigger.SetLeaveCallback( OnPlayerExitsFlagReturnTrigger )
DispatchSpawn( returnTrigger )
thread TrackFlagReturnTrigger( flag, returnTrigger )
if ( flagTeam == TEAM_IMC )
{
file.imcFlagSpawn = base
file.imcFlag = flag
file.imcFlagReturnTrigger = returnTrigger
SetGlobalNetEnt( "imcFlag", file.imcFlag )
SetGlobalNetEnt( "imcFlagHome", file.imcFlagSpawn )
}
else
{
file.militiaFlagSpawn = base
file.militiaFlag = flag
file.militiaFlagReturnTrigger = returnTrigger
SetGlobalNetEnt( "milFlag", file.militiaFlag )
SetGlobalNetEnt( "milFlagHome", file.militiaFlagSpawn )
}
}
// reset the flag states, prevents issues where flag is home but doesnt think it's home when halftime goes
SetFlagStateForTeam( TEAM_MILITIA, eFlagState.None )
SetFlagStateForTeam( TEAM_IMC, eFlagState.None )
foreach ( entity player in GetPlayerArray() )
CTFInitPlayer( player )
}
void function RemoveFlags()
{
// destroy all the flag related things
if ( IsValid( file.imcFlagSpawn ) )
{
file.imcFlagSpawn.Destroy()
file.imcFlag.Destroy()
file.imcFlagReturnTrigger.Destroy()
}
if ( IsValid( file.militiaFlagSpawn ) )
{
file.militiaFlagSpawn.Destroy()
file.militiaFlag.Destroy()
file.militiaFlagReturnTrigger.Destroy()
}
// unsure if this is needed, since the flags are destroyed? idk
SetFlagStateForTeam( TEAM_MILITIA, eFlagState.None )
SetFlagStateForTeam( TEAM_IMC, eFlagState.None )
}
void function TrackFlagReturnTrigger( entity flag, entity returnTrigger )
{
// this is a bit of a hack, it seems parenting the return trigger to the flag actually sets the pickup radius of the flag to be the same as the trigger
// this isn't wanted since only pickups should use that additional radius
flag.EndSignal( "OnDestroy" )
while ( true )
{
returnTrigger.SetOrigin( flag.GetOrigin() )
WaitFrame()
}
}
void function SetFlagStateForTeam( int team, int state )
{
if ( state == eFlagState.Away ) // we tell the client the flag is the player carrying it if they're carrying it
SetGlobalNetEnt( team == TEAM_IMC ? "imcFlag" : "milFlag", ( team == TEAM_IMC ? file.imcFlag : file.militiaFlag ).GetParent() )
else
SetGlobalNetEnt( team == TEAM_IMC ? "imcFlag" : "milFlag", team == TEAM_IMC ? file.imcFlag : file.militiaFlag )
SetGlobalNetInt( team == TEAM_IMC ? "imcFlagState" : "milFlagState", state )
}
bool function OnFlagCollected( entity player, entity flag )
{
if ( !IsAlive( player ) || flag.GetParent() != null || player.IsTitan() || player.IsPhaseShifted() )
return false
if ( player.GetTeam() != flag.GetTeam() && flag.s.canTake )
GiveFlag( player, flag ) // pickup enemy flag
else if ( player.GetTeam() == flag.GetTeam() && IsFlagHome( flag ) && PlayerHasEnemyFlag( player ) )
CaptureFlag( player, GetFlagForTeam( GetOtherTeam( flag.GetTeam() ) ) ) // cap the flag
return false // don't wanna delete the flag entity
}
void function GiveFlag( entity player, entity flag )
{
print( player + " picked up the flag!" )
flag.Signal( "ResetDropTimeout" )
flag.SetParent( player, "FLAG" )
thread DropFlagIfPhased( player, flag )
// do notifications
MessageToPlayer( player, eEventNotifications.YouHaveTheEnemyFlag )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_GrabFlag" )
AddPlayerScore( player, "FlagTaken", player )
PlayFactionDialogueToPlayer( "ctf_flagPickupYou", player )
MessageToTeam( player.GetTeam(), eEventNotifications.PlayerHasEnemyFlag, player, player )
EmitSoundOnEntityToTeamExceptPlayer( flag, "UI_CTF_3P_TeamGrabFlag", player.GetTeam(), player )
PlayFactionDialogueToTeamExceptPlayer( "ctf_flagPickupFriendly", player.GetTeam(), player )
MessageToTeam( flag.GetTeam(), eEventNotifications.PlayerHasFriendlyFlag, player, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_EnemyGrabFlag", flag.GetTeam() )
SetFlagStateForTeam( flag.GetTeam(), eFlagState.Away ) // used for held
}
void function DropFlagIfPhased( entity player, entity flag )
{
player.EndSignal( "StartPhaseShift" )
player.EndSignal( "OnDestroy" )
OnThreadEnd( function() : ( player )
{
if (GetGameState() == eGameState.Playing || GetGameState() == eGameState.SuddenDeath)
DropFlag( player, true )
})
// the IsValid check is purely to prevent a crash due to a destroyed flag (epilogue)
while( IsValid(flag) && flag.GetParent() == player )
WaitFrame()
}
void function DropFlagForBecomingTitan( entity pilot, entity titan )
{
DropFlag( pilot, true )
}
void function DropFlag( entity player, bool realDrop = true )
{
entity flag = GetFlagForTeam( GetOtherTeam( player.GetTeam() ) )
if ( flag.GetParent() != player )
return
print( player + " dropped the flag!" )
flag.ClearParent()
flag.SetAngles( < 0, 0, 0 > )
flag.SetVelocity( < 0, 0, 0 > )
if ( realDrop )
{
// start drop timeout countdown
thread TrackFlagDropTimeout( flag )
// add to capture assists
if ( player.GetTeam() == TEAM_IMC )
file.imcCaptureAssistList.append( player )
else
file.militiaCaptureAssistList.append( player )
// do notifications
MessageToPlayer( player, eEventNotifications.YouDroppedTheEnemyFlag )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_FlagDrop" )
MessageToTeam( player.GetTeam(), eEventNotifications.PlayerDroppedEnemyFlag, player, player )
// todo need a sound here maybe
MessageToTeam( GetOtherTeam( player.GetTeam() ), eEventNotifications.PlayerDroppedFriendlyFlag, player, player )
// todo need a sound here maybe
}
SetFlagStateForTeam( flag.GetTeam(), eFlagState.Home ) // used for return prompt
}
void function TrackFlagDropTimeout( entity flag )
{
flag.EndSignal( "ResetDropTimeout" )
wait CTF_GetDropTimeout()
ResetFlag( flag )
}
void function ResetFlag( entity flag )
{
// prevents crash when flag is reset after it's been destroyed due to epilogue
if (!IsValid(flag))
return
// ensure we can't pickup the flag after it's been dropped but before it's been reset
flag.s.canTake = false
if ( flag.GetParent() != null )
DropFlag( flag.GetParent(), false )
entity spawn
if ( flag.GetTeam() == TEAM_IMC )
spawn = file.imcFlagSpawn
else
spawn = file.militiaFlagSpawn
flag.SetOrigin( spawn.GetOrigin() + < 0, 0, spawn.GetBoundingMaxs().z + 1 > )
// we can take it again now
flag.s.canTake = true
SetFlagStateForTeam( flag.GetTeam(), eFlagState.None ) // used for home
flag.Signal( "ResetDropTimeout" )
}
void function CaptureFlag( entity player, entity flag )
{
// can only capture flags during normal play or sudden death
if (GetGameState() != eGameState.Playing && GetGameState() != eGameState.SuddenDeath)
{
printt( player + " tried to capture the flag, but the game state was " + GetGameState() + " not " + eGameState.Playing + " or " + eGameState.SuddenDeath)
return
}
// reset flag
ResetFlag( flag )
print( player + " captured the flag!" )
// score
int team = player.GetTeam()
AddTeamScore( team, 1 )
AddPlayerScore( player, "FlagCapture", player )
player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, 1 ) // add 1 to captures on scoreboard
SetRoundWinningKillReplayAttacker( player ) // set attacker for last cap replay
array<entity> assistList
if ( player.GetTeam() == TEAM_IMC )
assistList = file.imcCaptureAssistList
else
assistList = file.militiaCaptureAssistList
foreach( entity assistPlayer in assistList )
if ( player != assistPlayer )
AddPlayerScore( assistPlayer, "FlagCaptureAssist", player )
assistList.clear()
// notifs
MessageToPlayer( player, eEventNotifications.YouCapturedTheEnemyFlag )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_PlayerScore" )
MessageToTeam( team, eEventNotifications.PlayerCapturedEnemyFlag, player, player )
EmitSoundOnEntityToTeamExceptPlayer( flag, "UI_CTF_3P_TeamScore", player.GetTeam(), player )
MessageToTeam( GetOtherTeam( team ), eEventNotifications.PlayerCapturedFriendlyFlag, player, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_EnemyScore", flag.GetTeam() )
if ( GameRules_GetTeamScore( team ) == GameMode_GetRoundScoreLimit( GAMETYPE ) - 1 )
{
PlayFactionDialogueToTeam( "ctf_notifyWin1more", team )
PlayFactionDialogueToTeam( "ctf_notifyLose1more", GetOtherTeam( team ) )
}
}
void function OnPlayerEntersFlagReturnTrigger( entity trigger, entity player )
{
entity flag
if ( trigger.GetTeam() == TEAM_IMC )
flag = file.imcFlag
else
flag = file.militiaFlag
if ( !player.IsPlayer() || player.IsTitan() || player.GetTeam() != flag.GetTeam() || IsFlagHome( flag ) || flag.GetParent() != null )
return
thread TryReturnFlag( player, flag )
}
void function OnPlayerExitsFlagReturnTrigger( entity trigger, entity player )
{
entity flag
if ( trigger.GetTeam() == TEAM_IMC )
flag = file.imcFlag
else
flag = file.militiaFlag
if ( !player.IsPlayer() || player.IsTitan() || player.GetTeam() != flag.GetTeam() || IsFlagHome( flag ) || flag.GetParent() != null )
return
player.Signal( "FlagReturnEnded" )
}
void function TryReturnFlag( entity player, entity flag )
{
// start return progress bar
Remote_CallFunction_NonReplay( player, "ServerCallback_CTF_StartReturnFlagProgressBar", Time() + CTF_GetFlagReturnTime() )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_FlagReturnMeter" )
OnThreadEnd( function() : ( player )
{
// cleanup
Remote_CallFunction_NonReplay( player, "ServerCallback_CTF_StopReturnFlagProgressBar" )
StopSoundOnEntity( player, "UI_CTF_1P_FlagReturnMeter" )
})
player.EndSignal( "FlagReturnEnded" )
player.EndSignal( "OnDeath" )
wait CTF_GetFlagReturnTime()
// flag return succeeded
// return flag
ResetFlag( flag )
// do notifications for return
MessageToPlayer( player, eEventNotifications.YouReturnedFriendlyFlag )
AddPlayerScore( player, "FlagReturn", player )
player.AddToPlayerGameStat( PGS_DEFENSE_SCORE, 1 )
MessageToTeam( flag.GetTeam(), eEventNotifications.PlayerReturnedFriendlyFlag, null, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_TeamReturnsFlag", flag.GetTeam() )
PlayFactionDialogueToTeam( "ctf_flagReturnedFriendly", flag.GetTeam() )
MessageToTeam( GetOtherTeam( flag.GetTeam() ), eEventNotifications.PlayerReturnedEnemyFlag, null, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_EnemyReturnsFlag", GetOtherTeam( flag.GetTeam() ) )
PlayFactionDialogueToTeam( "ctf_flagReturnedEnemy", GetOtherTeam( flag.GetTeam() ) )
}
|