/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com.                */

/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* Copyright © 2013 Neox.                                                                                                */
/* If you are missing that file, acquire a complete release at https://www.teeworlds.com/forum/viewtopic.php?pid=106707  */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */

#ifndef GAME_SERVER_GAMEMODES_CTF_H
#define GAME_SERVER_GAMEMODES_CTF_H
#include <game/server/gamecontroller.h>
#include <game/server/entity.h>

class CGameControllerCTF : public IGameController
{
public:
	class CFlag *m_apFlags[2];

	CGameControllerCTF(class CGameContext *pGameServer);
	virtual void DoWincheck();
	virtual void Snap(int SnappingClient);
	virtual void Tick();

	virtual bool OnEntity(int Index, vec2 Pos);
};

#endif

