* Refactors CTF (#74342)
## About The Pull Request
CTF code is rather infamous for being poor and hard to actually work
with, I wanted to add a feature for a mapping march project but the code
would not allow for it, so here we are refactoring the entire thing.
## Why It's Good For The Game
Replaces some really bad code with slightly less bad code. Should make
it much easier to add features onto CTF in the future.
## Changelog
🆑
refactor: CTF has been entirely refactored.
fix: Respawn times for CTF now work.
qol: CTF players are alerted during control point games when one team is
half way to winning.
admin: CTF instagib mode can now be toggled from the secrets panel.
/🆑
* Refactors CTF
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Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Medieval Sim holograms won't spawn with an unusable laser rifle (#73422)
## About The Pull Request
In #72960 the CTF outfits were updated to move all weapons to the left
hand instead of the right.
The medieval sim outfits are children of the CTF outfits (because it's
essentially a CTF map inside a shuttle) but were not also updated.
This meant that medieval sim spawns would be created with a bow/claymore
in one hand and a laser rifle in the other, rendering them unable to use
either as all of these items require a second free hand.
## Why It's Good For The Game
This is a fun shuttle and it's a shame when it stops working.
## Changelog
🆑
fix: Medieval Sim holograms no longer spawn holding unusable laser
rifles which also block using their old timey weaponry.
/🆑
* Medieval Sim holograms won't spawn with an unusable laser rifle
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Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* CTF qol update for admins, map selection and admins can't render CTF unplayable by accident anymore. (#69710)
About The Pull Request
When CTF map unloading was originally created in had an unforeseen consequence of not entirely removing parts of the ongoing CTF round, namely the flags, as a result of this, this system that was originally made as a precursor to map rotation was not really usable. Since this was added various PRs have made this more and less buggy but the recent CTF voting PR has caused unloading CTF rounds to be a one way process without far more involved admin intervention to reverse. As such, I've made the disable CTF buttons admins have access to only disable CTF and not unload the map entirely. I've left the function to unload the map in incase a situation arises where an admin or maintainer really needs to get rid of the CTF map.
Removing this functionality also removes a really clunky but theoretical function of it, being that you could repeatedly unload and reload the CTF map to get one of your choice, since this is not an option anymore this PR also allows admins to pick a CTF map when they start CTF themself.
EDIT: I fixed the bug introduced by the CTF voting PR, CTF maps can now be reloaded after being unloaded, the flag issue is still around so it shouldn't be used without admin supervision however. Also unloading is a debug verb now.
Why It's Good For The Game
Map unloading was super buggy so it shouldn't be easily accessible.
Since admins cannot repeatedly unload and reload CTF maps anymore to get the one they want they can now just pick the one they want from a list which is significantly less dumb.
Changelog
cl
admin: When admins start CTF they can now choose which map is played or choose random as its always been
admin: Admins can no-longer permanently break CTF by unloading the map accidentally
spellcheck: Fixed a typo in the Map Description for CTF Cruiser
fix: CTF can now be reloaded after being unloaded
/cl
* CTF qol update for admins, map selection and admins can't render CTF unplayable by accident anymore.
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>