]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/compat/quake3.qc
Move sv_q3acompat_machineshotgunswap weapon_shotgun swap from shotgun.qc to quake3.qc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / compat / quake3.qc
index 112a7f039d95cee3c5ab34820011a0a1a7dd20d4..280b62897fa554263a612e18716c5cf1031d4518 100644 (file)
@@ -7,6 +7,8 @@
 #include <common/t_items.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/mapobjects/trigger/counter.qh>
+#include <common/mutators/mutator/buffs/buffs.qh>
+#include <common/notifications/all.qh>
 #include <common/weapons/_all.qh>
 
 //***********************
 
 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
 
-// SG -> SG
-SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
+// SG -> MG || SG
+SPAWNFUNC_ITEM_COND(ammo_shells, autocvar_sv_q3acompat_machineshotgunswap, ITEM_Bullets, ITEM_Shells)
+SPAWNFUNC_WEAPON_COND(weapon_shotgun, autocvar_sv_q3acompat_machineshotgunswap, WEP_MACHINEGUN, WEP_SHOTGUN)
 
-// MG -> MG
-SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
+// MG -> SG || MG
+SPAWNFUNC_ITEM_COND(ammo_bullets, autocvar_sv_q3acompat_machineshotgunswap, ITEM_Shells, ITEM_Bullets)
 
 // GL -> Mortar
 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
 
-// Mines -> Rockets
+// Team Arena Proximity Launcher -> Mine Layer
 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
 
-// LG -> Lightning
+// Team Arena Chaingun -> HLAC
+SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
+SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
+
+// Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
+SPAWNFUNC_WEAPON_COND(weapon_nailgun, autocvar_sv_q3acompat_machineshotgunswap, WEP_CRYLINK, WEP_ELECTRO)
+SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
+
+// LG -> Electro
 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
 
@@ -57,10 +68,7 @@ SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
 
 // medkit -> armor (we have no holdables)
-SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
-
-// doubler -> strength
-SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
+SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
 
 .float wait;
 .float delay;
@@ -101,25 +109,44 @@ void target_init_use(entity this, entity actor, entity trigger)
 
        if (!(this.spawnflags & 4))
        {
-               SetResource(actor, RES_SHELLS, start_ammo_shells);
-               SetResource(actor, RES_BULLETS, start_ammo_nails);
-               SetResource(actor, RES_ROCKETS, start_ammo_rockets);
-               SetResource(actor, RES_CELLS, start_ammo_cells);
-               SetResource(actor, RES_PLASMA, start_ammo_plasma);
-               SetResource(actor, RES_FUEL, start_ammo_fuel);
-
-               STAT(WEAPONS, actor) = start_weapons;
-               if (this.spawnflags & 32)
+               if(this.spawnflags & 32) // spawn with only melee
                {
-                       // TODO
+                       SetResource(actor, RES_SHELLS, 0);
+                       SetResource(actor, RES_BULLETS, 0);
+                       SetResource(actor, RES_ROCKETS, 0);
+                       SetResource(actor, RES_CELLS, 0);
+                       SetResource(actor, RES_PLASMA, 0);
+                       SetResource(actor, RES_FUEL, 0);
+
+                       STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
+               }
+               else
+               {
+                       SetResource(actor, RES_SHELLS, start_ammo_shells);
+                       SetResource(actor, RES_BULLETS, start_ammo_nails);
+                       SetResource(actor, RES_ROCKETS, start_ammo_rockets);
+                       SetResource(actor, RES_CELLS, start_ammo_cells);
+                       SetResource(actor, RES_PLASMA, start_ammo_plasma);
+                       SetResource(actor, RES_FUEL, start_ammo_fuel);
+
+                       STAT(WEAPONS, actor) = start_weapons;
                }
        }
 
        if (!(this.spawnflags & 8))
        {
-               actor.strength_finished = 0;
-               actor.invincible_finished = 0;
-               STAT(BUFFS, actor) = 0;
+               STAT(STRENGTH_FINISHED, actor) = 0;
+               STAT(INVINCIBLE_FINISHED, actor) = 0;
+               if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
+               {
+                       int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
+                       Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
+                       sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
+                       if(!IS_INDEPENDENT_PLAYER(actor))
+                               Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
+                       STAT(BUFFS, actor) = 0;
+                       STAT(BUFF_TIME, actor) = 0;
+               }
        }
 
        if (!(this.spawnflags & 16))
@@ -165,10 +192,20 @@ void target_give_init(entity this)
                        SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
                        this.netname = cons(this.netname, "mortar");
                }
+               else if (it.classname == "weapon_shotgun") {
+                       SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
+                       this.netname = cons(this.netname, "shotgun");
+               }
                else if (it.classname == "item_armor_mega")
                        SetResourceExplicit(this, RES_ARMOR, 100);
                else if (it.classname == "item_health_mega")
                        SetResourceExplicit(this, RES_HEALTH, 200);
+               else if (it.classname == "item_buff") {
+                       entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
+                       this.netname = cons(this.netname, buff.netname);
+                       STAT(BUFF_TIME, this) = it.count;
+               }
+
                //remove(it); // removing ents in init functions causes havoc, workaround:
         setthink(it, SUB_Remove);
         it.nextthink = time;
@@ -216,6 +253,7 @@ spawnfunc(target_fragsFilter)
 }
 
 //spawnfunc(item_flight)       /* handled by buffs mutator */
+//spawnfunc(item_doubler)        /* handled by buffs mutator */
 //spawnfunc(item_haste)        /* handled by buffs mutator */
 //spawnfunc(item_health)       /* handled in t_quake.qc */
 //spawnfunc(item_health_large) /* handled in t_items.qc */
@@ -226,23 +264,28 @@ spawnfunc(target_fragsFilter)
 
 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
 
-.float notteam;
-.float notsingle;
-.float notfree;
-.float notq3a;
-.float notta;
+.bool notteam;
+.bool notsingle;
+.bool notfree;
+.bool notta;
+.bool notvq3;
+.bool notcpm;
 .string gametype;
 bool DoesQ3ARemoveThisEntity(entity this)
 {
        // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
 
-       if(this.notq3a)
-               if(!teamplay || g_tdm || g_ctf)
-                       return true;
+       // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
+       // Xonotic is usually played with a CPM-based physics so we default to CPM mode
+       if(cvar_string("g_mod_physics") == "Q3") {
+               if(this.notvq3) return true;
+       }
+       else if(this.notcpm) return true;
 
+       // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
+       // Xonotic has ~equivalent features to Team Arena
        if(this.notta)
-               if (!(!teamplay || g_tdm || g_ctf))
-                       return true;
+               return true;
 
        if(this.notsingle)
                if(maxclients == 1)