File: g_team.c

package info (click to toggle)
iortcw 1.51.c%2Bdfsg1-7
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 25,304 kB
  • sloc: ansic: 457,326; cpp: 6,507; makefile: 4,737; sh: 1,292; asm: 1,176; xml: 31
file content (1588 lines) | stat: -rw-r--r-- 44,506 bytes parent folder | download | duplicates (4)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
/*
===========================================================================

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 <http://www.gnu.org/licenses/>.

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.

===========================================================================
*/


#include "g_local.h"

typedef struct teamgame_s
{
	float last_flag_capture;
	int last_capture_team;
} teamgame_t;

teamgame_t teamgame;

void Team_InitGame( void ) {
	memset( &teamgame, 0, sizeof teamgame );
}

int OtherTeam( int team ) {
	if ( team == TEAM_RED ) {
		return TEAM_BLUE;
	} else if ( team == TEAM_BLUE )  {
		return TEAM_RED;
	}
	return team;
}

const char *TeamName( int team ) {
	if ( team == TEAM_RED ) {
		return "RED";
	} else if ( team == TEAM_BLUE )  {
		return "BLUE";
	} else if ( team == TEAM_SPECTATOR )  {
		return "SPECTATOR";
	}
	return "FREE";
}

const char *TeamColorString( int team ) {
	if ( team == TEAM_RED ) {
		return S_COLOR_RED;
	} else if ( team == TEAM_BLUE )  {
		return S_COLOR_BLUE;
	} else if ( team == TEAM_SPECTATOR )  {
		return S_COLOR_YELLOW;
	}
	return S_COLOR_WHITE;
}

// NULL for everyone
static __attribute__ ((format (printf, 2, 3))) void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
	char msg[1024];
	va_list argptr;
	char        *p;

	// NOTE: if buffer overflow, it's more likely to corrupt stack and crash than do a proper G_Error?
	va_start( argptr,fmt );
	if (Q_vsnprintf (msg, sizeof(msg), fmt, argptr) >= sizeof(msg)) {
		G_Error( "PrintMsg overrun" );
	}
	va_end( argptr );

	// double quotes are bad
	while ( ( p = strchr( msg, '"' ) ) != NULL )
		*p = '\'';

	trap_SendServerCommand( ( ( ent == NULL ) ? -1 : ent - g_entities ), va( "print \"%s\"", msg ) );
}

/*
==============
OnSameTeam
==============
*/
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
	if ( !ent1->client || !ent2->client ) {
		return qfalse;
	}

	if ( g_gametype.integer < GT_TEAM ) {
		return qfalse;
	}

	if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
		return qtrue;
	}

	return qfalse;
}

// JPW NERVE moved these up
#define WCP_ANIM_NOFLAG             0
#define WCP_ANIM_RAISE_AXIS         1
#define WCP_ANIM_RAISE_AMERICAN     2
#define WCP_ANIM_AXIS_RAISED        3
#define WCP_ANIM_AMERICAN_RAISED    4
#define WCP_ANIM_AXIS_TO_AMERICAN   5
#define WCP_ANIM_AMERICAN_TO_AXIS   6
#define WCP_ANIM_AXIS_FALLING       7
#define WCP_ANIM_AMERICAN_FALLING   8
// jpw

/*
================
Team_FragBonuses

Calculate the bonuses for flag defense, flag carrier defense, etc.
Note that bonuses are not cumlative.  You get one, they are in importance
order.
================
*/
void Team_FragBonuses( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker ) {
	int i;
	gentity_t *ent;
	int flag_pw, enemy_flag_pw;
	int otherteam;
	gentity_t *flag, *carrier = NULL;
	char *c;
	vec3_t v1, v2;
	int team;

	// no bonus for fragging yourself
	if ( !targ->client || !attacker->client || targ == attacker ) {
		return;
	}

	team = targ->client->sess.sessionTeam;
	otherteam = OtherTeam( targ->client->sess.sessionTeam );
	if ( otherteam < 0 ) {
		return; // whoever died isn't on a team

	}
// JPW NERVE -- no bonuses for fragging friendlies, penalties scored elsewhere
	if ( team == attacker->client->sess.sessionTeam ) {
		return;
	}
// jpw

	// same team, if the flag at base, check to he has the enemy flag
	if ( team == TEAM_RED ) {
		flag_pw = PW_REDFLAG;
		enemy_flag_pw = PW_BLUEFLAG;
	} else {
		flag_pw = PW_BLUEFLAG;
		enemy_flag_pw = PW_REDFLAG;
	}

	// did the attacker frag the flag carrier?
	if ( targ->client->ps.powerups[enemy_flag_pw] ) {
		attacker->client->pers.teamState.lastfraggedcarrier = level.time;
		if ( g_gametype.integer >= GT_WOLF ) {
			AddScore( attacker, WOLF_FRAG_CARRIER_BONUS );
		} else {
			AddScore( attacker, CTF_FRAG_CARRIER_BONUS );
			PrintMsg( NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
					  attacker->client->pers.netname, TeamName( team ) );
		}
		attacker->client->pers.teamState.fragcarrier++;

		// the target had the flag, clear the hurt carrier
		// field on the other team
		for ( i = 0; i < g_maxclients.integer; i++ ) {
			ent = g_entities + i;
			if ( ent->inuse && ent->client->sess.sessionTeam == otherteam ) {
				ent->client->pers.teamState.lasthurtcarrier = 0;
			}
		}
		return;
	}
	if ( g_gametype.integer < GT_WOLF ) { // JPW NERVE no danger protect in wolf
		if ( targ->client->pers.teamState.lasthurtcarrier &&
			 level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
			 !attacker->client->ps.powerups[flag_pw] ) {
			// attacker is on the same team as the flag carrier and
			// fragged a guy who hurt our flag carrier
			AddScore( attacker, CTF_CARRIER_DANGER_PROTECT_BONUS );

			attacker->client->pers.teamState.carrierdefense++;
			team = attacker->client->sess.sessionTeam;
			PrintMsg( NULL, "%s" S_COLOR_WHITE " defends %s's flag carrier against an aggressive enemy\n",
					  attacker->client->pers.netname, TeamName( team ) );
			return;
		}
	}

	// flag and flag carrier area defense bonuses

	// we have to find the flag and carrier entities

	// find the flag
	switch ( attacker->client->sess.sessionTeam ) {
	case TEAM_RED:
		c = "team_CTF_redflag";
		break;
	case TEAM_BLUE:
		c = "team_CTF_blueflag";
		break;
	default:
		return;
	}

	flag = NULL;
	while ( ( flag = G_Find( flag, FOFS( classname ), c ) ) != NULL ) {
		if ( !( flag->flags & FL_DROPPED_ITEM ) ) {
			break;
		}
	}

	if ( flag ) { // JPW NERVE -- added some more stuff after this fn
//		return; // can't find attacker's flag

		// find attacker's team's flag carrier
		for ( i = 0; i < g_maxclients.integer; i++ ) {
			carrier = g_entities + i;
			if ( carrier->inuse && carrier->client->ps.powerups[flag_pw] ) {
				break;
			}
			carrier = NULL;
		}

		// ok we have the attackers flag and a pointer to the carrier

		// check to see if we are defending the base's flag
		VectorSubtract( targ->client->ps.origin, flag->s.origin, v1 );
		VectorSubtract( attacker->client->ps.origin, flag->s.origin, v2 );

		if ( ( VectorLength( v1 ) < CTF_TARGET_PROTECT_RADIUS ||
			   VectorLength( v2 ) < CTF_TARGET_PROTECT_RADIUS ||
			   CanDamage( flag, targ->client->ps.origin ) || CanDamage( flag, attacker->client->ps.origin ) ) &&
			 attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam ) {
			// we defended the base flag
			if ( g_gametype.integer >= GT_WOLF ) { // JPW NERVE FIXME -- don't report flag defense messages, change to gooder message
				AddScore( attacker, WOLF_FLAG_DEFENSE_BONUS );
			} else {
				AddScore( attacker, CTF_FLAG_DEFENSE_BONUS );
				if ( !flag->r.contents ) {
					PrintMsg( NULL, "%s" S_COLOR_WHITE " defends the %s base.\n",
							  attacker->client->pers.netname,
							  TeamName( attacker->client->sess.sessionTeam ) );
				} else {
					PrintMsg( NULL, "%s" S_COLOR_WHITE " defends the %s flag.\n",
							  attacker->client->pers.netname,
							  TeamName( attacker->client->sess.sessionTeam ) );
				}
			}
			attacker->client->pers.teamState.basedefense++;
			return;
		}

		if ( g_gametype.integer < GT_WOLF ) { // JPW NERVE no attacker protect in wolf MP
			if ( carrier && carrier != attacker ) {
				VectorSubtract( targ->s.origin, carrier->s.origin, v1 );
				VectorSubtract( attacker->s.origin, carrier->s.origin, v2 );

				if ( VectorLength( v1 ) < CTF_ATTACKER_PROTECT_RADIUS ||
					 VectorLength( v2 ) < CTF_ATTACKER_PROTECT_RADIUS ||
					 CanDamage( carrier, targ->s.origin ) || CanDamage( carrier, attacker->s.origin ) ) {
					AddScore( attacker, CTF_CARRIER_PROTECT_BONUS );
					attacker->client->pers.teamState.carrierdefense++;
					PrintMsg( NULL, "%s" S_COLOR_WHITE " defends the %s's flag carrier.\n",
							  attacker->client->pers.netname,
							  TeamName( attacker->client->sess.sessionTeam ) );
					return;
				}
			}
		}

	} // JPW NERVE

// JPW NERVE -- look for nearby checkpoints and spawnpoints
	flag = NULL;
	while ( ( flag = G_Find( flag, FOFS( classname ), "team_WOLF_checkpoint" ) ) != NULL ) {
		VectorSubtract( targ->client->ps.origin, flag->s.origin, v1 );
		if ( ( flag->s.frame != WCP_ANIM_NOFLAG ) && ( flag->count == attacker->client->sess.sessionTeam ) ) {
			if ( VectorLength( v1 ) < WOLF_CP_PROTECT_RADIUS ) {
				if ( flag->spawnflags & 1 ) {                     // protected spawnpoint
					AddScore( attacker, WOLF_SP_PROTECT_BONUS );
				} else {
					AddScore( attacker, WOLF_CP_PROTECT_BONUS );  // protected checkpoint
				}
			}
		}
	}
// jpw

}

/*
================
Team_CheckHurtCarrier

Check to see if attacker hurt the flag carrier.  Needed when handing out bonuses for assistance to flag
carrier defense.
================
*/
void Team_CheckHurtCarrier( gentity_t *targ, gentity_t *attacker ) {
	int flag_pw;

	if ( !targ->client || !attacker->client ) {
		return;
	}

	if ( targ->client->sess.sessionTeam == TEAM_RED ) {
		flag_pw = PW_BLUEFLAG;
	} else {
		flag_pw = PW_REDFLAG;
	}

	if ( targ->client->ps.powerups[flag_pw] &&
		 targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam ) {
		attacker->client->pers.teamState.lasthurtcarrier = level.time;
	}
}


gentity_t *Team_ResetFlag( int team ) {
	char *c;
	gentity_t *ent, *rent = NULL;

	switch ( team ) {
	case TEAM_RED:
		c = "team_CTF_redflag";
		break;
	case TEAM_BLUE:
		c = "team_CTF_blueflag";
		break;
	default:
		return NULL;
	}

	ent = NULL;
	while ( ( ent = G_Find( ent, FOFS( classname ), c ) ) != NULL ) {
		if ( ent->flags & FL_DROPPED_ITEM ) {
			G_FreeEntity( ent );
		} else {
			rent = ent;
			RespawnItem( ent );
		}
	}

	return rent;
}

void Team_ResetFlags( void ) {
	Team_ResetFlag( TEAM_RED );
	Team_ResetFlag( TEAM_BLUE );
}

void Team_ReturnFlagSound( gentity_t *ent, int team ) {
	// play powerup spawn sound to all clients
	gentity_t   *te;

	if ( ent == NULL ) {
		G_Printf( "Warning:  NULL passed to Team_ReturnFlagSound\n" );
		return;
	}

	te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
	te->s.eventParm = G_SoundIndex( team == TEAM_RED ?
									"sound/multiplayer/axis/g-objective_secure.wav" :
									"sound/multiplayer/allies/a-objective_secure.wav" );
	te->r.svFlags |= SVF_BROADCAST;
}

void Team_ReturnFlag( int team ) {
	Team_ReturnFlagSound( Team_ResetFlag( team ), team );
	PrintMsg( NULL, "The %s flag has returned!\n", TeamName( team ) );
}

void Team_FreeEntity( gentity_t *ent ) {
	if ( ent->item->giTag == PW_REDFLAG ) {
		Team_ReturnFlag( TEAM_RED );
	} else if ( ent->item->giTag == PW_BLUEFLAG ) {
		Team_ReturnFlag( TEAM_BLUE );
	}
}

/*
==============
Team_DroppedFlagThink

Automatically set in Launch_Item if the item is one of the flags

Flags are unique in that if they are dropped, the base flag must be respawned when they time out
==============
*/
void Team_DroppedFlagThink( gentity_t *ent ) {
	// TTimo might be used uninitialized
	gentity_t *gm = NULL;

	if ( g_gametype.integer >= GT_WOLF ) {
		gm = G_Find( NULL, FOFS( scriptName ), "game_manager" );
	}

	if ( ent->item->giTag == PW_REDFLAG ) {
		Team_ReturnFlagSound( Team_ResetFlag( TEAM_RED ), TEAM_RED );
		if ( gm ) {
			trap_SendServerCommand( -1, "cp \"Axis have returned the objective!\" 2" );
			G_Script_ScriptEvent( gm, "trigger", "axis_object_returned" );
		}
	} else if ( ent->item->giTag == PW_BLUEFLAG )     {
		Team_ReturnFlagSound( Team_ResetFlag( TEAM_BLUE ), TEAM_BLUE );
		if ( gm ) {
			trap_SendServerCommand( -1, "cp \"Allies have returned the objective!\" 2" );
			G_Script_ScriptEvent( gm, "trigger", "allied_object_returned" );
		}
	}
	// Reset Flag will delete this entity
}

int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
	int i;
	gentity_t *player;
	gclient_t *cl = other->client;
	int our_flag, enemy_flag;
	gentity_t   *te, *gm;

	if ( cl->sess.sessionTeam == TEAM_RED ) {
		our_flag = PW_REDFLAG;
		enemy_flag = PW_BLUEFLAG;
	} else {
		our_flag = PW_BLUEFLAG;
		enemy_flag = PW_REDFLAG;
	}

	if ( ent->flags & FL_DROPPED_ITEM ) {
		// hey, it's not home.  return it by teleporting it back
// JPW NERVE
		if ( g_gametype.integer >= GT_WOLF ) {
			AddScore( other, WOLF_SECURE_OBJ_BONUS );
			te = G_TempEntity( other->s.pos.trBase, EV_GLOBAL_SOUND );
			te->r.svFlags |= SVF_BROADCAST;
			te->s.teamNum = cl->sess.sessionTeam;

			// DHM - Nerve :: Call trigger function in the 'game_manager' entity script
			gm = G_Find( NULL, FOFS( scriptName ), "game_manager" );

			if ( cl->sess.sessionTeam == TEAM_RED ) {
				te->s.eventParm = G_SoundIndex( "sound/multiplayer/axis/g-objective_secure.wav" );
				trap_SendServerCommand( -1, va( "cp \"Axis have returned %s!\n\" 2", ent->message ) );
				if ( gm ) {
					G_Script_ScriptEvent( gm, "trigger", "axis_object_returned" );
				}
			} else {
				te->s.eventParm = G_SoundIndex( "sound/multiplayer/allies/a-objective_secure.wav" );
				trap_SendServerCommand( -1, va( "cp \"Allies have returned %s!\n\" 2", ent->message ) );
				if ( gm ) {
					G_Script_ScriptEvent( gm, "trigger", "allied_object_returned" );
				}
			}
			// dhm
		}
// jpw 800 672 2420
		else {
			PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
					  cl->pers.netname, TeamName( team ) );
			AddScore( other, CTF_RECOVERY_BONUS );
		}
		other->client->pers.teamState.flagrecovery++;
		other->client->pers.teamState.lastreturnedflag = level.time;
		//ResetFlag will remove this entity!  We must return zero
		Team_ReturnFlagSound( Team_ResetFlag( team ), team );
		return 0;
	}

	// DHM - Nerve :: GT_WOLF doesn't support capturing the flag
	if ( g_gametype.integer >= GT_WOLF ) {
		return 0;
	}

	// the flag is at home base.  if the player has the enemy
	// flag, he's just won!
	if ( !cl->ps.powerups[enemy_flag] ) {
		return 0; // We don't have the flag

	}
	PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n",
			  cl->pers.netname, TeamName( OtherTeam( team ) ) );

	cl->ps.powerups[enemy_flag] = 0;

	teamgame.last_flag_capture = level.time;
	teamgame.last_capture_team = team;

	// Increase the team's score
	level.teamScores[ other->client->sess.sessionTeam ]++;

	other->client->pers.teamState.captures++;

	// other gets another 10 frag bonus
	if ( g_gametype.integer >= GT_WOLF ) {
		AddScore( other, WOLF_CAPTURE_BONUS );
		PrintMsg( NULL,"%s" S_COLOR_WHITE " captured enemy objective!\n",cl->pers.netname );
	} else {
		AddScore( other, CTF_CAPTURE_BONUS );
	}

	te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
	te->s.eventParm = G_SoundIndex( our_flag == PW_REDFLAG ?
									"sound/teamplay/flagcap_red.wav" :
									"sound/teamplay/flagcap_blu.wav" );
	te->r.svFlags |= SVF_BROADCAST;

	// Ok, let's do the player loop, hand out the bonuses
	for ( i = 0; i < g_maxclients.integer; i++ ) {
		player = &g_entities[i];
		if ( !player->inuse || player == other ) {
			continue;
		}

		if ( player->client->sess.sessionTeam !=
			 cl->sess.sessionTeam ) {
			player->client->pers.teamState.lasthurtcarrier = -5;
		} else if ( player->client->sess.sessionTeam ==
					cl->sess.sessionTeam ) {
			// TTimo gcc: suggest explicit braces to avoid ambiguous `else`
			if ( player != other ) {
// JPW NERVE
				if ( g_gametype.integer >= GT_WOLF ) {
					AddScore( player, WOLF_CAPTURE_BONUS );
				} else {
// jpw
					AddScore( player, CTF_CAPTURE_BONUS );
				}
			}
			// award extra points for capture assists
// JPW NERVE in non-wolf-mp only
			if ( g_gametype.integer < GT_WOLF ) {
				if ( player->client->pers.teamState.lastreturnedflag +
					 CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time ) {
					PrintMsg( NULL,
							  "%s" S_COLOR_WHITE " gets an assist for returning the %s flag!\n",
							  player->client->pers.netname,
							  TeamName( team ) );
					AddScore( player, CTF_RETURN_FLAG_ASSIST_BONUS );
					other->client->pers.teamState.assists++;
				}
				if ( player->client->pers.teamState.lastfraggedcarrier +
					 CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time ) {
					PrintMsg( NULL, "%s" S_COLOR_WHITE " gets an assist for fragging the %s flag carrier!\n",
							  player->client->pers.netname,
							  TeamName( OtherTeam( team ) ) );
					AddScore( player, CTF_FRAG_CARRIER_ASSIST_BONUS );
					other->client->pers.teamState.assists++;
				}
			}
		}
	}
	Team_ResetFlags();

	CalculateRanks();

	return 0; // Do not respawn this automatically
}

int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
	gclient_t *cl = other->client;
	gentity_t *te, *gm;

	// hey, its not our flag, pick it up
	if ( g_gametype.integer >= GT_WOLF ) {
// JPW NERVE
		AddScore( other, WOLF_STEAL_OBJ_BONUS );
		te = G_TempEntity( other->s.pos.trBase, EV_GLOBAL_SOUND );
		te->r.svFlags |= SVF_BROADCAST;
		te->s.teamNum = cl->sess.sessionTeam;

		// DHM - Nerve :: Call trigger function in the 'game_manager' entity script
		gm = G_Find( NULL, FOFS( scriptName ), "game_manager" );

		if ( cl->sess.sessionTeam == TEAM_RED ) {
			te->s.eventParm = G_SoundIndex( "sound/multiplayer/axis/g-objective_taken.wav" );
			trap_SendServerCommand( -1, va( "cp \"Axis have stolen %s!\n\" 2", ent->message ) );
			if ( gm ) {
				G_Script_ScriptEvent( gm, "trigger", "allied_object_stolen" );
			}
		} else {
			te->s.eventParm = G_SoundIndex( "sound/multiplayer/allies/a-objective_taken.wav" );
			trap_SendServerCommand( -1, va( "cp \"Allies have stolen %s!\n\" 2", ent->message ) );
			if ( gm ) {
				G_Script_ScriptEvent( gm, "trigger", "axis_object_stolen" );
			}
		}
		// dhm
// jpw
	} else {
		PrintMsg( NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
				  other->client->pers.netname, TeamName( team ) );
		AddScore( other, CTF_FLAG_BONUS );
	}

	if ( team == TEAM_RED ) {
		cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
	} else {
		cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire

	}
	cl->pers.teamState.flagsince = level.time;

	return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
}

int Pickup_Team( gentity_t *ent, gentity_t *other ) {
	int team;
	gclient_t *cl = other->client;

	// figure out what team this flag is
	if ( strcmp( ent->classname, "team_CTF_redflag" ) == 0 ) {
		team = TEAM_RED;
	} else if ( strcmp( ent->classname, "team_CTF_blueflag" ) == 0 )   {
		team = TEAM_BLUE;
	} else {
		PrintMsg( other, "Don't know what team the flag is on.\n" );
		return 0;
	}

// JPW NERVE -- set flag model in carrying entity if multiplayer and flagmodel is set
	if ( g_gametype.integer >= GT_WOLF ) {
		other->message = ent->message;
		other->s.otherEntityNum2 = ent->s.modelindex2;
	}
// jpw

	return ( ( team == cl->sess.sessionTeam ) ?
			 Team_TouchOurFlag : Team_TouchEnemyFlag )
						( ent, other, team );
}

/*
===========
Team_GetLocation

Report a location for the player. Uses placed nearby target_location entities
============
*/
gentity_t *Team_GetLocation( gentity_t *ent ) {
	gentity_t       *eloc, *best;
	float bestlen, len;
	vec3_t origin;

	best = NULL;
	bestlen = 3 * 8192.0 * 8192.0;

	VectorCopy( ent->r.currentOrigin, origin );

	for ( eloc = level.locationHead; eloc; eloc = eloc->nextTrain ) {
		len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] )
			  + ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] )
			  + ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] );

		if ( len > bestlen ) {
			continue;
		}

		if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) {
			continue;
		}

		bestlen = len;
		best = eloc;
	}

	return best;
}


/*
===========
Team_GetLocation

Report a location for the player. Uses placed nearby target_location entities
============
*/
qboolean Team_GetLocationMsg( gentity_t *ent, char *loc, int loclen ) {
	gentity_t *best;

	best = Team_GetLocation( ent );

	if ( !best ) {
		return qfalse;
	}

	if ( best->count ) {
		if ( best->count < 0 ) {
			best->count = 0;
		}
		if ( best->count > 7 ) {
			best->count = 7;
		}
		Com_sprintf( loc, loclen, "%c%c[lon]%s[lof]" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message );
	} else {
		Com_sprintf( loc, loclen, "[lon]%s[lof]", best->message );
	}

	return qtrue;
}


/*---------------------------------------------------------------------------*/

// JPW NERVE
/*
=======================
FindFarthestObjectiveIndex

pick MP objective farthest from passed in vector, return table index
=======================
*/
int FindFarthestObjectiveIndex( vec3_t source ) {
	int i,j = 0;
	float dist = 0,tdist;
	vec3_t tmp;
//	int	cs_obj = CS_MULTI_SPAWNTARGETS;
//	char	cs[MAX_STRING_CHARS];
//	char *objectivename;

	for ( i = 0; i < level.numspawntargets; i++ ) {
		VectorSubtract( level.spawntargets[i],source,tmp );
		tdist = VectorLength( tmp );
		if ( tdist > dist ) {
			dist = tdist;
			j = i;
		}
	}

/*
	cs_obj += j;
	trap_GetConfigstring( cs_obj, cs, sizeof(cs) );
	objectivename = Info_ValueForKey( cs, "spawn_targ");

	G_Printf("got furthest dist (%f) at point %d (%s) of %d\n",dist,j,objectivename,i);
*/

	return j;
}
// jpw

// NERVE - SMF
/*
=======================
FindClosestObjectiveIndex

NERVE - SMF - pick MP objective closest to the passed in vector, return table index
=======================
*/
int FindClosestObjectiveIndex( vec3_t source ) {
	int i,j = 0;
	float dist = 10E20,tdist;
	vec3_t tmp;

	for ( i = 0; i < level.numspawntargets; i++ ) {
		VectorSubtract( level.spawntargets[i],source,tmp );
		tdist = VectorLength( tmp );
		if ( tdist < dist ) {
			dist = tdist;
			j = i;
		}
	}

	return j;
}
// -NERVE - SMF

/*
================
SelectRandomTeamSpawnPoint

go to a random point that doesn't telefrag
================
*/
#define MAX_TEAM_SPAWN_POINTS   32
gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team, int spawnObjective ) {
	gentity_t   *spot;
	int count;
	int selection;
	gentity_t   *spots[MAX_TEAM_SPAWN_POINTS];
	char        *classname;
	qboolean initialSpawn = qfalse;     // DHM - Nerve
	int i = 0,j = 0;       // JPW NERVE
	int closest;         // JPW NERVE
	float shortest,tmp;       // JPW NERVE
	vec3_t target;      // JPW NERVE
	vec3_t farthest;      // JPW NERVE FIXME this is temp
	char cs[MAX_STRING_CHARS];          // NERVE - SMF
	char        *def;
	int defendingTeam;
	qboolean defender = qfalse;

	// NERVE - SMF - get defender
	trap_GetConfigstring( CS_MULTI_INFO, cs, sizeof( cs ) );
	def = Info_ValueForKey( cs, "defender" );

	if ( strlen( def ) > 0 ) {
		defendingTeam = atoi( def );
	} else {
		defendingTeam = -1;
	}

	if ( defendingTeam && team == TEAM_BLUE ) {         // allies
		defender = qtrue;
	} else if ( !defendingTeam && team == TEAM_RED )   {  // axis
		defender = qtrue;
	}

	if ( teamstate == TEAM_BEGIN ) {

		// DHM - Nerve :: Don't check if spawn is active initially
		initialSpawn = qtrue;

		if ( team == TEAM_RED ) {
			classname = "team_CTF_redplayer";
		} else if ( team == TEAM_BLUE ) {
			classname = "team_CTF_blueplayer";
		} else {
			return NULL;
		}
	} else {
		if ( team == TEAM_RED ) {
			classname = "team_CTF_redspawn";
		} else if ( team == TEAM_BLUE ) {
			classname = "team_CTF_bluespawn";
		} else {
			return NULL;
		}
	}
	count = 0;

	spot = NULL;

	while ( ( spot = G_Find( spot, FOFS( classname ), classname ) ) != NULL ) {
		if ( SpotWouldTelefrag( spot ) ) {
			continue;
		}
// JPW NERVE
		if ( g_gametype.integer >= GT_WOLF ) {
			// Arnout - modified to allow intial spawnpoints to be disabled at gamestart
			//if (!(spot->spawnflags & 2)  && !initialSpawn )
			if ( ( initialSpawn && ( spot->spawnflags & 4 ) ) ||
				 ( !initialSpawn && !( spot->spawnflags & 2 ) ) ) {
				continue;
			}
		}
// jpw
		spots[ count ] = spot;
		if ( ++count == MAX_TEAM_SPAWN_POINTS ) {
			break;
		}
	}

	if ( !count ) { // no spots that won't telefrag
		return G_Find( NULL, FOFS( classname ), classname );
	}

// JPW NERVE
	if ( ( g_gametype.integer < GT_WOLF ) || ( !level.numspawntargets ) || initialSpawn ) { // no spawn targets or not wolf MP, do it the old way
		selection = rand() % count;
		return spots[ selection ];
	} else {
		// If no spawnObjective, select target as farthest point from first team spawnpoint
		// else replace this with the target coords pulled from the UI target selection
		if ( spawnObjective ) {
			i = spawnObjective - 1;
		} else {
			for ( j = 0; j < count; j++ ) {
				if ( spots[j]->spawnflags & 1 ) { // only use spawnpoint if it's a permanent one
					// NERVE - SMF - make defenders spawn all the way back by default
					if ( defendingTeam < 0 ) {
						i = FindFarthestObjectiveIndex( spots[j]->s.origin );
					} else if ( defender ) {
						i = FindClosestObjectiveIndex( spots[j]->s.origin );
					} else {
						i = FindFarthestObjectiveIndex( spots[j]->s.origin );
					}

					j = count;
				}
			}
		}
		VectorCopy( level.spawntargets[i],farthest );
//		G_Printf("using spawntarget %d (%f %f %f)\n",i,farthest[0],farthest[1],farthest[2]);

		// now that we've got farthest vector, figure closest spawnpoint to it
		VectorSubtract( farthest,spots[0]->s.origin,target );
		shortest = VectorLength( target );
		closest = 0;
		for ( i = 0; i < count; i++ ) {
			VectorSubtract( farthest,spots[i]->s.origin,target );
			tmp = VectorLength( target );
			if ( ( spots[i]->spawnflags & 2 ) && ( tmp < shortest ) ) {
				shortest = tmp;
				closest = i;
			}
		}
		return spots[closest];
	}
// jpw
}


/*
===========
SelectCTFSpawnPoint

============
*/
gentity_t *SelectCTFSpawnPoint( team_t team, int teamstate, vec3_t origin, vec3_t angles, int spawnObjective ) {
	gentity_t   *spot;

	spot = SelectRandomTeamSpawnPoint( teamstate, team, spawnObjective );

	if ( !spot ) {
		return SelectSpawnPoint( vec3_origin, origin, angles );
	}

	VectorCopy( spot->s.origin, origin );
	origin[2] += 9;
	VectorCopy( spot->s.angles, angles );

	return spot;
}

/*---------------------------------------------------------------------------*/

/*
==================
TeamplayLocationsMessage

Format:
	clientNum location health armor weapon powerups

==================
*/
void TeamplayInfoMessage( gentity_t *ent ) {
	int identClientNum, identHealth;                // NERVE - SMF
	char entry[1024];
	char string[1400];
	int stringlength;
	int i, j;
	gentity_t   *player;
	int cnt;
	int h;
	int team;

	// send the latest information on all clients
	string[0] = 0;
	stringlength = 0;

	// send team info to spectator for team of followed client
	if (ent->client->sess.sessionTeam == TEAM_SPECTATOR) {
		if ( ent->client->sess.spectatorState != SPECTATOR_FOLLOW
			|| ent->client->sess.spectatorClient < 0 ) {
			return;
		}
		team = g_entities[ ent->client->sess.spectatorClient ].client->sess.sessionTeam;
	} else {
		team = ent->client->sess.sessionTeam;
	}

	if (team != TEAM_RED && team != TEAM_BLUE) {
		return;
	}

	for ( i = 0, cnt = 0; i < level.numConnectedClients && cnt < TEAM_MAXOVERLAY; i++ ) {
		player = g_entities + level.sortedClients[i];
			if (player->inuse && player->client->sess.sessionTeam == team ) {

			// DHM - Nerve :: If in LIMBO, don't show followee's health
			if ( player->client->ps.pm_flags & PMF_LIMBO ) {
				h = 0;
			} else {
				h = player->client->ps.stats[STAT_HEALTH];
			}

			if ( h < 0 ) {
				h = 0;
			}

			Com_sprintf( entry, sizeof( entry ),
						 " %i %i %i %i %i",
						 level.sortedClients[i], player->client->pers.teamState.location, h, player->s.powerups, player->client->ps.stats[STAT_PLAYER_CLASS] );
			j = strlen( entry );
			if ( stringlength + j >= sizeof( string ) ) {
				break;
			}
			strcpy( string + stringlength, entry );
			stringlength += j;
			cnt++;
		}
	}

	// NERVE - SMF
	identClientNum = ent->client->ps.identifyClient;

	if ( g_entities[identClientNum].team == ent->team && g_entities[identClientNum].client ) {
		identHealth =  g_entities[identClientNum].health;
	} else {
		identClientNum = -1;
		identHealth = 0;
	}
	// -NERVE - SMF

	trap_SendServerCommand( ent - g_entities, va( "tinfo %i %i %i%s", identClientNum, identHealth, cnt, string ) );
}

void CheckTeamStatus( void ) {
	int i;
	gentity_t *loc, *ent;

	if ( level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME ) {

		level.lastTeamLocationTime = level.time;

		for ( i = 0; i < g_maxclients.integer; i++ ) {
			ent = g_entities + i;
			if ( ent->inuse &&
				 ( ent->client->sess.sessionTeam == TEAM_RED ||
				   ent->client->sess.sessionTeam == TEAM_BLUE ) ) {
				loc = Team_GetLocation( ent );
				if ( loc ) {
					ent->client->pers.teamState.location = loc->health;
				} else {
					ent->client->pers.teamState.location = 0;
				}
			}
		}

		for ( i = 0; i < g_maxclients.integer; i++ ) {
			ent = g_entities + i;
			if (ent->inuse) {
				TeamplayInfoMessage( ent );
			}
		}
	}
}

/*-----------------------------------------------------------------*/

void Use_Team_InitialSpawnpoint( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
	if ( ent->spawnflags & 4 ) {
		ent->spawnflags &= ~4;
	} else {
		ent->spawnflags |= 4;
	}
}

void Use_Team_Spawnpoint( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
	if ( ent->spawnflags & 2 ) {
		ent->spawnflags &= ~2;
	} else {
		ent->spawnflags |= 2;
	}
}

/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32) invulnerable unused startdisabled
Only in CTF games.  Red players spawn here at game start.
*/
void SP_team_CTF_redplayer( gentity_t *ent ) {
	ent->use = Use_Team_InitialSpawnpoint;
}


/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32) invulnerable unused startdisabled
Only in CTF games.  Blue players spawn here at game start.
*/
void SP_team_CTF_blueplayer( gentity_t *ent ) {
	ent->use = Use_Team_InitialSpawnpoint;
}

// JPW NERVE edited quaked def
/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32) invulnerable startactive
potential spawning position for axis team in wolfdm games.

TODO: SelectRandomTeamSpawnPoint() will choose team_CTF_redspawn point that:

1) has been activated (FL_SPAWNPOINT_ACTIVE)
2) isn't occupied and
3) is closest to team_WOLF_objective

This allows spawnpoints to advance across the battlefield as new ones are
placed and/or activated.

If target is set, point spawnpoint toward target activation
*/
void SP_team_CTF_redspawn( gentity_t *ent ) {
// JPW NERVE
	vec3_t dir;

	ent->enemy = G_PickTarget( ent->target );
	if ( ent->enemy ) {
		VectorSubtract( ent->enemy->s.origin, ent->s.origin, dir );
		vectoangles( dir, ent->s.angles );
	}

	ent->use = Use_Team_Spawnpoint;
// jpw
}

// JPW NERVE edited quaked def
/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32) invulnerable startactive
potential spawning position for allied team in wolfdm games.

TODO: SelectRandomTeamSpawnPoint() will choose team_CTF_bluespawn point that:

1) has been activated (active)
2) isn't occupied and
3) is closest to selected team_WOLF_objective

This allows spawnpoints to advance across the battlefield as new ones are
placed and/or activated.

If target is set, point spawnpoint toward target activation
*/
void SP_team_CTF_bluespawn( gentity_t *ent ) {
// JPW NERVE
	vec3_t dir;

	ent->enemy = G_PickTarget( ent->target );
	if ( ent->enemy ) {
		VectorSubtract( ent->enemy->s.origin, ent->s.origin, dir );
		vectoangles( dir, ent->s.angles );
	}

	ent->use = Use_Team_Spawnpoint;
// jpw
}

// JPW NERVE
/*QUAKED team_WOLF_objective (1 1 0.3) (-16 -16 -24) (16 16 32)
marker for objective

This marker will be used for computing effective radius for
dynamite damage, as well as generating a list of objectives
that players can elect to spawn near to in the limbo spawn
screen.

key "description" is short text key for objective name that
will appear in objective selection in limbo UI.
*/
static int numobjectives = 0; // TTimo

void objective_Register( gentity_t *self ) {

	char numspawntargets[128];
	int cs_obj = CS_MULTI_SPAWNTARGETS;
	char cs[MAX_STRING_CHARS];

	if ( numobjectives == MAX_MULTI_SPAWNTARGETS ) {
		G_Error( "SP_team_WOLF_objective: exceeded MAX_MULTI_SPAWNTARGETS (%d)\n",MAX_MULTI_SPAWNTARGETS );
	} else { // Set config strings
		cs_obj += numobjectives;
		trap_GetConfigstring( cs_obj, cs, sizeof( cs ) );
		Info_SetValueForKey( cs, "spawn_targ", self->message );
		trap_SetConfigstring( cs_obj, cs );
		VectorCopy( self->s.origin, level.spawntargets[numobjectives] );
	}

	numobjectives++;

	// set current # spawntargets
	level.numspawntargets = numobjectives;
	trap_GetConfigstring( CS_MULTI_INFO, cs, sizeof( cs ) );
	Com_sprintf( numspawntargets, sizeof(numspawntargets), "%d", numobjectives );
	Info_SetValueForKey( cs, "numspawntargets", numspawntargets );
	trap_SetConfigstring( CS_MULTI_INFO, cs );
}

void SP_team_WOLF_objective( gentity_t *ent ) {
	char *desc;

	G_SpawnString( "description", "WARNING: No objective description set", &desc );
	ent->message = G_Alloc( strlen( desc ) + 1 );
	Q_strncpyz( ent->message, desc, strlen( desc ) + 1 );

	// DHM - Nerve :: Give the script time to remove this ent if necessary
	ent->nextthink = level.time + 150;
	ent->think = objective_Register;
}
// jpw


// DHM - Nerve :: Capture and Hold Checkpoint flag
#define SPAWNPOINT  1
#define CP_HOLD     2
#define AXIS_ONLY   4
#define ALLIED_ONLY 8

void checkpoint_touch( gentity_t *self, gentity_t *other, trace_t *trace );

void checkpoint_use_think( gentity_t *self ) {

	self->count2 = -1;

	if ( self->count == TEAM_RED ) {
		self->health = 0;
	} else {
		self->health = 10;
	}
}

void checkpoint_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) {

	int holderteam;
	int time;

	if ( !activator->client ) {
		return;
	}

	if ( ent->count < 0 ) {
		checkpoint_touch( ent, activator, NULL );
	}

	holderteam = activator->client->sess.sessionTeam;

	if ( ent->count == holderteam ) {
		return;
	}

	if ( ent->count2 == level.time ) {
		if ( holderteam == TEAM_RED ) {
			time = ent->health / 2;
			time++;
			trap_SendServerCommand( activator - g_entities, va( "cp \"Flag will be held in %i seconds!\n\"", time ) );
		} else {
			time = ( 10 - ent->health ) / 2;
			time++;
			trap_SendServerCommand( activator - g_entities, va( "cp \"Flag will be held in %i seconds!\n\"", time ) );
		}
		return;
	}

	if ( holderteam == TEAM_RED ) {
		ent->health--;
		if ( ent->health < 0 ) {
			checkpoint_touch( ent, activator, NULL );
			return;
		}

		time = ent->health / 2;
		time++;
		trap_SendServerCommand( activator - g_entities, va( "cp \"Flag will be held in %i seconds!\n\"", time ) );
	} else {
		ent->health++;
		if ( ent->health > 10 ) {
			checkpoint_touch( ent, activator, NULL );
			return;
		}

		time = ( 10 - ent->health ) / 2;
		time++;
		trap_SendServerCommand( activator - g_entities, va( "cp \"Flag will be held in %i seconds!\n\"", time ) );
	}

	ent->count2 = level.time;
	ent->think = checkpoint_use_think;
	ent->nextthink = level.time + 2000;
}

void checkpoint_spawntouch( gentity_t *self, gentity_t *other, trace_t *trace ); // JPW NERVE

// JPW NERVE
void checkpoint_hold_think( gentity_t *self ) {
	switch ( self->s.frame ) {
	case WCP_ANIM_RAISE_AXIS:
	case WCP_ANIM_AXIS_RAISED:
		level.capturetimes[TEAM_RED]++;
		break;
	case WCP_ANIM_RAISE_AMERICAN:
	case WCP_ANIM_AMERICAN_RAISED:
		level.capturetimes[TEAM_BLUE]++;
		break;
	default:
		break;
	}
	self->nextthink = level.time + 5000;
}
// jpw

void checkpoint_think( gentity_t *self ) {

	switch ( self->s.frame ) {

	case WCP_ANIM_NOFLAG:
		break;
	case WCP_ANIM_RAISE_AXIS:
		self->s.frame = WCP_ANIM_AXIS_RAISED;
		break;
	case WCP_ANIM_RAISE_AMERICAN:
		self->s.frame = WCP_ANIM_AMERICAN_RAISED;
		break;
	case WCP_ANIM_AXIS_RAISED:
		break;
	case WCP_ANIM_AMERICAN_RAISED:
		break;
	case WCP_ANIM_AXIS_TO_AMERICAN:
		self->s.frame = WCP_ANIM_AMERICAN_RAISED;
		break;
	case WCP_ANIM_AMERICAN_TO_AXIS:
		self->s.frame = WCP_ANIM_AXIS_RAISED;
		break;
	case WCP_ANIM_AXIS_FALLING:
		self->s.frame = WCP_ANIM_NOFLAG;
		break;
	case WCP_ANIM_AMERICAN_FALLING:
		self->s.frame = WCP_ANIM_NOFLAG;
		break;
	default:
		break;

	}

// JPW NERVE
	if ( self->spawnflags & SPAWNPOINT ) {
		self->touch = checkpoint_spawntouch;
	} else if ( !( self->spawnflags & CP_HOLD ) ) {
		self->touch = checkpoint_touch;
	}
	if ( ( g_gametype.integer == GT_WOLF_CPH ) && ( !( self->spawnflags & SPAWNPOINT ) ) ) {
		self->think = checkpoint_hold_think;
		self->nextthink = level.time + 5000;
	} else {
		self->nextthink = 0;
	}
// jpw
}

void checkpoint_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {

	if ( self->count == other->client->sess.sessionTeam ) {
		return;
	}

// JPW NERVE
	if ( self->s.frame == WCP_ANIM_NOFLAG ) {
		AddScore( other, WOLF_CP_CAPTURE );
	} else {
		AddScore( other, WOLF_CP_RECOVER );
	}
// jpw

	// Set controlling team
	self->count = other->client->sess.sessionTeam;

	// Set animation
	if ( self->count == TEAM_RED ) {
		if ( self->s.frame == WCP_ANIM_NOFLAG ) {
			self->s.frame = WCP_ANIM_RAISE_AXIS;
		} else if ( self->s.frame == WCP_ANIM_AMERICAN_RAISED ) {
			self->s.frame = WCP_ANIM_AMERICAN_TO_AXIS;
		} else {
			self->s.frame = WCP_ANIM_AXIS_RAISED;
		}
	} else {
		if ( self->s.frame == WCP_ANIM_NOFLAG ) {
			self->s.frame = WCP_ANIM_RAISE_AMERICAN;
		} else if ( self->s.frame == WCP_ANIM_AXIS_RAISED ) {
			self->s.frame = WCP_ANIM_AXIS_TO_AMERICAN;
		} else {
			self->s.frame = WCP_ANIM_AMERICAN_RAISED;
		}
	}

	// Run script trigger
	if ( self->count == TEAM_RED ) {
		self->health = 0;
		G_Script_ScriptEvent( self, "trigger", "axis_capture" );
	} else {
		self->health = 10;
		G_Script_ScriptEvent( self, "trigger", "allied_capture" );
	}

	// Play a sound
	G_AddEvent( self, EV_GENERAL_SOUND, self->soundPos1 );

	// Don't allow touch again until animation is finished
	self->touch = 0;

	self->think = checkpoint_think;
	self->nextthink = level.time + 1000;
}

// JPW NERVE -- if spawn flag is set, use this touch fn instead to turn on/off targeted spawnpoints
void checkpoint_spawntouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
	gentity_t   *ent = NULL;
	qboolean playsound = qtrue;
	qboolean firsttime = qfalse;

	if ( self->count == other->client->sess.sessionTeam ) {
		return;
	}

// JPW NERVE
	if ( self->s.frame == WCP_ANIM_NOFLAG ) {
		AddScore( other, WOLF_SP_CAPTURE );
	} else {
		AddScore( other, WOLF_SP_RECOVER );
	}
// jpw

	if ( self->count < 0 ) {
		firsttime = qtrue;
	}

	// Set controlling team
	self->count = other->client->sess.sessionTeam;

	// Set animation
	if ( self->count == TEAM_RED ) {
		if ( self->s.frame == WCP_ANIM_NOFLAG && !( self->spawnflags & ALLIED_ONLY ) ) {
			self->s.frame = WCP_ANIM_RAISE_AXIS;
		} else if ( self->s.frame == WCP_ANIM_NOFLAG ) {
			self->s.frame = WCP_ANIM_NOFLAG;
			playsound = qfalse;
		} else if ( self->s.frame == WCP_ANIM_AMERICAN_RAISED && !( self->spawnflags & ALLIED_ONLY ) )     {
			self->s.frame = WCP_ANIM_AMERICAN_TO_AXIS;
		} else if ( self->s.frame == WCP_ANIM_AMERICAN_RAISED ) {
			self->s.frame = WCP_ANIM_AMERICAN_FALLING;
		} else {
			self->s.frame = WCP_ANIM_AXIS_RAISED;
		}
	} else {
		if ( self->s.frame == WCP_ANIM_NOFLAG && !( self->spawnflags & AXIS_ONLY ) ) {
			self->s.frame = WCP_ANIM_RAISE_AMERICAN;
		} else if ( self->s.frame == WCP_ANIM_NOFLAG ) {
			self->s.frame = WCP_ANIM_NOFLAG;
			playsound = qfalse;
		} else if ( self->s.frame == WCP_ANIM_AXIS_RAISED && !( self->spawnflags & AXIS_ONLY ) )     {
			self->s.frame = WCP_ANIM_AXIS_TO_AMERICAN;
		} else if ( self->s.frame == WCP_ANIM_AXIS_RAISED ) {
			self->s.frame = WCP_ANIM_AXIS_FALLING;
		} else {
			self->s.frame = WCP_ANIM_AMERICAN_RAISED;
		}
	}

	// If this is the first time it's being touched, and it was the opposing team
	// touching a single-team reinforcement flag... don't do anything.
	if ( firsttime && !playsound ) {
		return;
	}

	// Play a sound
	if ( playsound ) {
		G_AddEvent( self, EV_GENERAL_SOUND, self->soundPos1 );
	}

	// Run script trigger
	if ( self->count == TEAM_RED ) {
		G_Script_ScriptEvent( self, "trigger", "axis_capture" );
	} else {
		G_Script_ScriptEvent( self, "trigger", "allied_capture" );
	}

	// Don't allow touch again until animation is finished
	self->touch = 0;

	self->think = checkpoint_think;
	self->nextthink = level.time + 1000;

	// activate all targets
	// Arnout - updated this to allow toggling of initial spawnpoints as well, plus now it only
	// toggles spawnflags 2 for spawnpoint entities
	if ( self->target ) {
		while ( 1 ) {
			ent = G_Find( ent, FOFS( targetname ), self->target );
			if ( !ent ) {
				break;
			}
			if ( other->client->sess.sessionTeam == TEAM_RED ) {
				if ( !strcmp( ent->classname,"team_CTF_redspawn" ) ) {
					ent->spawnflags |= 2;
				} else if ( !strcmp( ent->classname,"team_CTF_bluespawn" ) ) {
					ent->spawnflags &= ~2;
				} else if ( !strcmp( ent->classname,"team_CTF_redplayer" ) ) {
					ent->spawnflags &= ~4;
				} else if ( !strcmp( ent->classname,"team_CTF_blueplayer" ) ) {
					ent->spawnflags |= 4;
				}
			} else {
				if ( !strcmp( ent->classname,"team_CTF_bluespawn" ) ) {
					ent->spawnflags |= 2;
				} else if ( !strcmp( ent->classname,"team_CTF_redspawn" ) ) {
					ent->spawnflags &= ~2;
				} else if ( !strcmp( ent->classname,"team_CTF_blueplayer" ) ) {
					ent->spawnflags &= ~4;
				} else if ( !strcmp( ent->classname,"team_CTF_redplayer" ) ) {
					ent->spawnflags |= 4;
				}
			}
		}
	}

}
// jpw
/*QUAKED team_WOLF_checkpoint (.9 .3 .9) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY
This is the flagpole players touch in Capture and Hold game scenarios.

It will call specific trigger funtions in the map script for this object.
When allies capture, it will call "allied_capture".
When axis capture, it will call "axis_capture".

// JPW NERVE if spawnpoint flag is set, think will turn on spawnpoints (specified as targets)
// for capture team and turn *off* targeted spawnpoints for opposing team
*/
void SP_team_WOLF_checkpoint( gentity_t *ent ) {
	char *capture_sound;

	if ( !ent->scriptName ) {
		G_Error( "team_WOLF_checkpoint must have a \"scriptname\"\n" );
	}

	// Make sure the ET_TRAP entity type stays valid
	ent->s.eType        = ET_TRAP;

	// Model is user assignable, but it will always try and use the animations for flagpole.md3
	if ( ent->model ) {
		ent->s.modelindex   = G_ModelIndex( ent->model );
	} else {
		ent->s.modelindex   = G_ModelIndex( "models/multiplayer/flagpole/flagpole.md3" );
	}

	G_SpawnString( "noise", "sound/movers/doors/door6_open.wav", &capture_sound );
	ent->soundPos1  = G_SoundIndex( capture_sound );

	ent->clipmask   = CONTENTS_SOLID;
	ent->r.contents = CONTENTS_SOLID;

	VectorSet( ent->r.mins, -8, -8, 0 );
	VectorSet( ent->r.maxs, 8, 8, 128 );

	G_SetOrigin( ent, ent->s.origin );
	G_SetAngle( ent, ent->s.angles );

	// s.frame is the animation number
	ent->s.frame    = WCP_ANIM_NOFLAG;

	// s.teamNum is which set of animations to use ( only 1 right now )
	ent->s.teamNum  = 1;

	// Used later to set animations (and delay between captures)
	ent->nextthink = 0;

	// Used to time how long it must be "held" to switch
	ent->health = -1;
	ent->count2 = -1;

	// 'count' signifies which team holds the checkpoint
	ent->count = -1;

// JPW NERVE
	if ( ent->spawnflags & SPAWNPOINT ) {
		ent->touch      = checkpoint_spawntouch;
	} else {
		if ( ent->spawnflags & CP_HOLD ) {
			ent->use        = checkpoint_use;
		} else {
			ent->touch      = checkpoint_touch;
		}
	}
// jpw

	trap_LinkEntity( ent );
}