3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <server/items.qh>
6 #include <server/resources.qh>
7 #include <common/t_items.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/mapobjects/trigger/counter.qh>
10 #include <common/weapons/_all.qh>
12 //***********************
13 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
14 //***********************
16 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
19 SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
22 SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
25 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
28 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
29 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
32 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
33 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
36 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
37 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
40 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
41 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
44 SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
45 SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
47 // grappling hook -> hook
48 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
51 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
54 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
55 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
56 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
57 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
59 // medkit -> armor (we have no holdables)
60 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
62 // doubler -> strength
63 SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
68 // weapon remove ent from df
69 void target_init_verify(entity this)
72 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
73 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
74 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
81 //setsize(targ, trigger.mins, trigger.maxs);
82 //setorigin(targ, trigger.origin);
87 void target_init_use(entity this, entity actor, entity trigger)
89 if (!(this.spawnflags & 1))
91 SetResourceAmount(actor, RESOURCE_ARMOR, start_armorvalue);
92 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
95 if (!(this.spawnflags & 2))
97 SetResourceAmount(actor, RESOURCE_HEALTH, start_health);
98 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
99 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
102 if (!(this.spawnflags & 4))
104 SetResourceAmount(actor, RESOURCE_SHELLS, start_ammo_shells);
105 SetResourceAmount(actor, RESOURCE_BULLETS, start_ammo_nails);
106 SetResourceAmount(actor, RESOURCE_ROCKETS, start_ammo_rockets);
107 SetResourceAmount(actor, RESOURCE_CELLS, start_ammo_cells);
108 SetResourceAmount(actor, RESOURCE_PLASMA, start_ammo_plasma);
109 SetResourceAmount(actor, RESOURCE_FUEL, start_ammo_fuel);
111 STAT(WEAPONS, actor) = start_weapons;
112 if (this.spawnflags & 32)
118 if (!(this.spawnflags & 8))
120 actor.strength_finished = 0;
121 actor.invincible_finished = 0;
122 STAT(BUFFS, actor) = 0;
125 if (!(this.spawnflags & 16))
127 // We don't have holdables.
130 SUB_UseTargets(this, actor, trigger);
133 spawnfunc(target_init)
135 this.use = target_init_use;
136 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
139 // weapon give ent from defrag
140 void target_give_init(entity this)
142 IL_EACH(g_items, it.targetname == this.target,
144 if (it.classname == "weapon_devastator") {
145 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
146 this.netname = cons(this.netname, "devastator");
148 else if (it.classname == "weapon_vortex") {
149 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
150 this.netname = cons(this.netname, "vortex");
152 else if (it.classname == "weapon_electro") {
153 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
154 this.netname = cons(this.netname, "electro");
156 else if (it.classname == "weapon_hagar") {
157 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
158 this.netname = cons(this.netname, "hagar");
160 else if (it.classname == "weapon_crylink") {
161 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
162 this.netname = cons(this.netname, "crylink");
164 else if (it.classname == "weapon_mortar") {
165 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
166 this.netname = cons(this.netname, "mortar");
168 else if (it.classname == "item_armor_mega")
169 SetResourceAmountExplicit(this, RESOURCE_ARMOR, 100);
170 else if (it.classname == "item_health_mega")
171 SetResourceAmountExplicit(this, RESOURCE_HEALTH, 200);
172 //remove(it); // removing ents in init functions causes havoc, workaround:
173 setthink(it, SUB_Remove);
177 this.spawnfunc_checked = true;
178 spawnfunc_target_items(this);
179 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
182 spawnfunc(target_give)
184 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
187 void score_use(entity this, entity actor, entity trigger)
189 if(!IS_PLAYER(actor))
191 actor.fragsfilter_cnt += this.count;
193 spawnfunc(target_score)
195 if(!g_cts) { delete(this); return; }
199 this.use = score_use;
202 void fragsfilter_use(entity this, entity actor, entity trigger)
204 if(!IS_PLAYER(actor))
206 if(actor.fragsfilter_cnt >= this.frags)
207 SUB_UseTargets(this, actor, trigger);
209 spawnfunc(target_fragsFilter)
211 if(!g_cts) { delete(this); return; }
215 this.use = fragsfilter_use;
218 //spawnfunc(item_flight) /* handled by buffs mutator */
219 //spawnfunc(item_haste) /* handled by buffs mutator */
220 //spawnfunc(item_health) /* handled in t_quake.qc */
221 //spawnfunc(item_health_large) /* handled in t_items.qc */
222 //spawnfunc(item_health_small) /* handled in t_items.qc */
223 //spawnfunc(item_health_mega) /* handled in t_items.qc */
224 //spawnfunc(item_invis) /* handled by buffs mutator */
225 //spawnfunc(item_regen) /* handled by buffs mutator */
227 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
235 bool DoesQ3ARemoveThisEntity(entity this)
237 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
240 if(!teamplay || g_tdm || g_ctf)
244 if (!(!teamplay || g_tdm || g_ctf))
262 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
263 gametypename = "ffa";
265 gametypename = "team";
267 gametypename = "ctf";
269 gametypename = "single";
270 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
271 if(strstrofs(this.gametype, gametypename, 0) < 0)