// Status of the flag #define FLAG_STOLEN 1 #define FLAG_CAPTURE 2 #define FLAG_DROPPED 3 // Our flag class which holds all our functions and variables we're going to use class CObjectFlag : public CBaseEntity { public: void Spawn( ); void Precache( ); void Touch(CBaseEntity *); bool m_fIsInPlay; }; // The Flag entity that is dropped by a player when killed/disconnected/whatnot class CDroppedFlag : public CBaseEntity { public: void Spawn( ); void Precache( ); void Touch(CBaseEntity *); }; // Capture point for Team 1 class CCaptureTeam1 : public CBaseEntity { public: void Spawn( ); void Precache( ); void EXPORT Touch(CBaseEntity *); void EXPORT Think( ); void KeyValue( KeyValueData* ); }; // Capture point for Team 2 class CCaptureTeam2 : public CBaseEntity { public: void Spawn( ); void Precache( ); void EXPORT Touch( CBaseEntity *); void EXPORT Think( ); void KeyValue( KeyValueData* ); };