/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW MP Source Code 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ // JPW NERVE -- more #defs for GT_WOLF gametype #define WOLF_CAPTURE_BONUS 15 // capturing major game objective #define WOLF_STEAL_OBJ_BONUS 10 // stealing objective (first part of capture) #define WOLF_SECURE_OBJ_BONUS 10 // securing objective from slain enemy #define WOLF_MEDIC_BONUS 2 // medic resurrect teammate #define WOLF_REPAIR_BONUS 2 // engineer repair (mg42 etc) bonus #define WOLF_DYNAMITE_BONUS 5 // engineer dynamite barriacade (dynamite only flag) #define WOLF_FRAG_CARRIER_BONUS 10 // bonus for fragging enemy carrier #define WOLF_FLAG_DEFENSE_BONUS 5 // bonus for frag when shooter or target near flag position #define WOLF_CP_CAPTURE 3 // uncapped checkpoint bonus #define WOLF_CP_RECOVER 5 // capping an enemy-held checkpoint bonus #define WOLF_SP_CAPTURE 1 // uncapped spawnpoint bonus #define WOLF_SP_RECOVER 2 // recovering enemy-held spawnpoint #define WOLF_CP_PROTECT_BONUS 3 // protect a capture point by shooting target near it #define WOLF_SP_PROTECT_BONUS 1 // protect a spawnpoint #define WOLF_FRIENDLY_PENALTY -3 // penalty for fragging teammate #define WOLF_FRAG_BONUS 1 // score for fragging enemy soldier #define WOLF_DYNAMITE_PLANT 5 // planted dynamite at objective #define WOLF_DYNAMITE_DIFFUSE 5 // diffused dynamite at objective #define WOLF_CP_PROTECT_RADIUS 600 // wolf capture protect radius #define WOLF_AMMO_UP 1 // pt for giving ammo not to self #define WOLF_HEALTH_UP 1 // pt for giving health not to self #define AXIS_OBJECTIVE 1 #define ALLIED_OBJECTIVE 2 #define OBJECTIVE_DESTROYED 4 // jpw #define CTF_CAPTURE_BONUS 5 // what you get for capture #define CTF_TEAM_BONUS 0 // what your team gets for capture #define CTF_RECOVERY_BONUS 1 // what you get for recovery #define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag #define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier #define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return #define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier #define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier #define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag #define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately #define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately #define CTF_TARGET_PROTECT_RADIUS 400 // the radius around an object being defended where a target will be worth extra frags #define CTF_ATTACKER_PROTECT_RADIUS 400 // the radius around an object being defended where an attacker will get extra frags when making kills #define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8 #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 // Prototypes int OtherTeam( int team ); const char *TeamName( int team ); const char *OtherTeamName( int team ); const char *TeamColorString( int team ); 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, int spawnObjective ); gentity_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 );