3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/weapons/_all.qh>
7 spawnfunc(weapon_crylink);
8 spawnfunc(weapon_electro);
9 spawnfunc(weapon_hagar);
10 spawnfunc(weapon_hook);
11 spawnfunc(weapon_machinegun);
12 spawnfunc(weapon_vortex);
13 spawnfunc(weapon_minelayer);
15 spawnfunc(target_items);
17 spawnfunc(item_bullets);
18 spawnfunc(item_cells);
19 spawnfunc(item_rockets);
20 spawnfunc(item_shells);
22 spawnfunc(item_strength);
24 spawnfunc(item_armor_big);
25 spawnfunc(item_armor_mega);
26 spawnfunc(item_armor_small);
28 spawnfunc(item_health_medium);
29 spawnfunc(item_health_mega);
31 //***********************
32 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
33 //***********************
35 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
38 spawnfunc(ammo_shells) { spawnfunc_item_shells(this); }
41 spawnfunc(ammo_bullets) { spawnfunc_item_bullets(this); }
44 spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
47 spawnfunc(weapon_prox_launcher) { spawnfunc_weapon_minelayer(this); }
48 spawnfunc(ammo_mines) { spawnfunc_item_rockets(this); }
51 spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
52 spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
55 spawnfunc(weapon_plasmagun) { spawnfunc_weapon_hagar(this); }
56 spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
59 spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
60 spawnfunc(ammo_slugs) { spawnfunc_item_cells(this); }
63 spawnfunc(weapon_bfg) { spawnfunc_weapon_crylink(this); }
64 spawnfunc(ammo_bfg) { spawnfunc_item_cells(this); }
66 // grappling hook -> hook
67 spawnfunc(weapon_grapplinghook) { spawnfunc_weapon_hook(this); }
70 spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
73 spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
74 spawnfunc(item_armor_combat) { spawnfunc_item_armor_big(this); }
75 spawnfunc(item_armor_shard) { spawnfunc_item_armor_small(this); }
76 spawnfunc(item_enviro) { spawnfunc_item_invincible(this); }
78 // medkit -> armor (we have no holdables)
79 spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
81 // doubler -> strength
82 spawnfunc(item_doubler) { spawnfunc_item_strength(this); }
87 // weapon remove ent from df
88 void target_init_verify(entity this)
91 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
92 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
93 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
100 //setsize(targ, trigger.mins, trigger.maxs);
101 //setorigin(targ, trigger.origin);
106 spawnfunc(target_init)
108 this.spawnflags = 0; // remove all weapons except the ones listed below
109 this.netname = "shotgun"; // keep these weapons through the remove trigger
110 spawnfunc_target_items(this);
111 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
114 // weapon give ent from defrag
115 void target_give_init(entity this)
117 IL_EACH(g_items, it.targetname == this.target,
119 if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
120 this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
121 this.netname = cons(this.netname, "devastator");
123 else if (it.classname == "weapon_lightning") {
124 this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
125 this.netname = cons(this.netname, "electro");
127 else if (it.classname == "weapon_plasmagun") {
128 this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
129 this.netname = cons(this.netname, "hagar");
131 else if (it.classname == "weapon_bfg") {
132 this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
133 this.netname = cons(this.netname, "crylink");
135 else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
136 this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
137 this.netname = cons(this.netname, "mortar");
139 else if (it.classname == "item_armor_body")
140 this.armorvalue = 100;
141 else if (it.classname == "item_health_mega")
143 //remove(it); // removing ents in init functions causes havoc, workaround:
144 setthink(it, SUB_Remove);
148 this.spawnfunc_checked = true;
149 spawnfunc_target_items(this);
150 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
153 spawnfunc(target_give)
155 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
158 //spawnfunc(item_flight) /* handled by buffs mutator */
159 //spawnfunc(item_haste) /* handled by buffs mutator */
160 //spawnfunc(item_health) /* handled in t_quake.qc */
161 //spawnfunc(item_health_large) /* handled in t_items.qc */
162 //spawnfunc(item_health_small) /* handled in t_items.qc */
163 //spawnfunc(item_health_mega) /* handled in t_items.qc */
164 //spawnfunc(item_invis) /* handled by buffs mutator */
165 //spawnfunc(item_regen) /* handled by buffs mutator */
167 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
175 bool DoesQ3ARemoveThisEntity(entity this)
177 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
180 if(!teamplay || g_tdm || g_ctf)
184 if (!(!teamplay || g_tdm || g_ctf))
202 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
203 gametypename = "ffa";
205 gametypename = "team";
207 gametypename = "ctf";
209 gametypename = "single";
210 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
211 if(strstrofs(this.gametype, gametypename, 0) < 0)