spawnfunc(item_health_medium);
spawnfunc(item_health_mega);
-//***********************
-//QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
-//***********************
+// ***********************
+// QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
+// ***********************
// NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
// SG -> SG
-spawnfunc(ammo_shells) { spawnfunc_item_shells(this); }
+spawnfunc(ammo_shells)
+{
+ spawnfunc_item_shells(this);
+}
// MG -> MG
-spawnfunc(ammo_bullets) { spawnfunc_item_bullets(this); }
+spawnfunc(ammo_bullets)
+{
+ spawnfunc_item_bullets(this);
+}
// GL -> Mortar
-spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
+spawnfunc(ammo_grenades)
+{
+ spawnfunc_item_rockets(this);
+}
// Mines -> Rockets
-spawnfunc(weapon_prox_launcher) { spawnfunc_weapon_minelayer(this); }
-spawnfunc(ammo_mines) { spawnfunc_item_rockets(this); }
+spawnfunc(weapon_prox_launcher)
+{
+ spawnfunc_weapon_minelayer(this);
+}
+spawnfunc(ammo_mines)
+{
+ spawnfunc_item_rockets(this);
+}
// LG -> Lightning
-spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
-spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
+spawnfunc(weapon_lightning)
+{
+ spawnfunc_weapon_electro(this);
+}
+spawnfunc(ammo_lightning)
+{
+ spawnfunc_item_cells(this);
+}
// Plasma -> Hagar
-spawnfunc(weapon_plasmagun) { spawnfunc_weapon_hagar(this); }
-spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
+spawnfunc(weapon_plasmagun)
+{
+ spawnfunc_weapon_hagar(this);
+}
+spawnfunc(ammo_cells)
+{
+ spawnfunc_item_rockets(this);
+}
// Rail -> Vortex
-spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
-spawnfunc(ammo_slugs) { spawnfunc_item_cells(this); }
+spawnfunc(weapon_railgun)
+{
+ spawnfunc_weapon_vortex(this);
+}
+spawnfunc(ammo_slugs)
+{
+ spawnfunc_item_cells(this);
+}
// BFG -> Crylink
-spawnfunc(weapon_bfg) { spawnfunc_weapon_crylink(this); }
-spawnfunc(ammo_bfg) { spawnfunc_item_cells(this); }
+spawnfunc(weapon_bfg)
+{
+ spawnfunc_weapon_crylink(this);
+}
+spawnfunc(ammo_bfg)
+{
+ spawnfunc_item_cells(this);
+}
// grappling hook -> hook
-spawnfunc(weapon_grapplinghook) { spawnfunc_weapon_hook(this); }
+spawnfunc(weapon_grapplinghook)
+{
+ spawnfunc_weapon_hook(this);
+}
// RL -> RL
-spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
+spawnfunc(ammo_rockets)
+{
+ spawnfunc_item_rockets(this);
+}
// Armor
-spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
-spawnfunc(item_armor_combat) { spawnfunc_item_armor_big(this); }
-spawnfunc(item_armor_shard) { spawnfunc_item_armor_small(this); }
-spawnfunc(item_enviro) { spawnfunc_item_invincible(this); }
+spawnfunc(item_armor_body)
+{
+ spawnfunc_item_armor_mega(this);
+}
+spawnfunc(item_armor_combat)
+{
+ spawnfunc_item_armor_big(this);
+}
+spawnfunc(item_armor_shard)
+{
+ spawnfunc_item_armor_small(this);
+}
+spawnfunc(item_enviro)
+{
+ spawnfunc_item_invincible(this);
+}
// medkit -> armor (we have no holdables)
-spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
+spawnfunc(holdable_medkit)
+{
+ spawnfunc_item_armor_mega(this);
+}
// doubler -> strength
-spawnfunc(item_doubler) { spawnfunc_item_strength(this); }
+spawnfunc(item_doubler)
+{
+ spawnfunc_item_strength(this);
+}
.float wait;
.float delay;
void target_init_verify(entity this)
{
entity trigger, targ;
- for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
- for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
- if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
- {
+ for (trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); ) {
+ for (targ = NULL; (targ = find(targ, targetname, trigger.target)); ) {
+ if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items") {
trigger.wait = 0;
trigger.delay = 0;
targ.wait = 0;
targ.delay = 0;
- //setsize(targ, trigger.mins, trigger.maxs);
- //setorigin(targ, trigger.origin);
- //remove(trigger);
+ // setsize(targ, trigger.mins, trigger.maxs);
+ // setorigin(targ, trigger.origin);
+ // remove(trigger);
}
+ }
+ }
}
spawnfunc(target_init)
{
- this.spawnflags = 0; // remove all weapons except the ones listed below
+ this.spawnflags = 0; // remove all weapons except the ones listed below
this.netname = "shotgun"; // keep these weapons through the remove trigger
spawnfunc_target_items(this);
InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
this.netname = cons(this.netname, "devastator");
- }
- else if (it.classname == "weapon_lightning") {
+ } else if (it.classname == "weapon_lightning") {
this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
this.netname = cons(this.netname, "electro");
- }
- else if (it.classname == "weapon_plasmagun") {
+ } else if (it.classname == "weapon_plasmagun") {
this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
this.netname = cons(this.netname, "hagar");
- }
- else if (it.classname == "weapon_bfg") {
+ } else if (it.classname == "weapon_bfg") {
this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
this.netname = cons(this.netname, "crylink");
- }
- else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
+ } else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
this.netname = cons(this.netname, "mortar");
- }
- else if (it.classname == "item_armor_body")
+ } else if (it.classname == "item_armor_body") {
this.armorvalue = 100;
- else if (it.classname == "item_health_mega")
+ } else if (it.classname == "item_health_mega") {
this.health = 200;
- //remove(it); // removing ents in init functions causes havoc, workaround:
- setthink(it, SUB_Remove);
- it.nextthink = time;
+ }
+ // remove(it); // removing ents in init functions causes havoc, workaround:
+ setthink(it, SUB_Remove);
+ it.nextthink = time;
});
this.spawnflags = 2;
this.spawnfunc_checked = true;
InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
}
-//spawnfunc(item_flight) /* 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 */
-//spawnfunc(item_health_small) /* handled in t_items.qc */
-//spawnfunc(item_health_mega) /* handled in t_items.qc */
-//spawnfunc(item_invis) /* handled by buffs mutator */
-//spawnfunc(item_regen) /* handled by buffs mutator */
+// spawnfunc(item_flight) /* 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 */
+// spawnfunc(item_health_small) /* handled in t_items.qc */
+// spawnfunc(item_health_mega) /* handled in t_items.qc */
+// spawnfunc(item_invis) /* handled by buffs mutator */
+// spawnfunc(item_regen) /* handled by buffs mutator */
// CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
{
// Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
- if(this.notq3a)
- if(!teamplay || g_tdm || g_ctf)
+ if (this.notq3a) {
+ if (!teamplay || g_tdm || g_ctf) {
return true;
+ }
+ }
- if(this.notta)
- if (!(!teamplay || g_tdm || g_ctf))
+ if (this.notta) {
+ if (!(!teamplay || g_tdm || g_ctf)) {
return true;
+ }
+ }
- if(this.notsingle)
- if(maxclients == 1)
+ if (this.notsingle) {
+ if (maxclients == 1) {
return true;
+ }
+ }
- if(this.notteam)
- if(teamplay)
+ if (this.notteam) {
+ if (teamplay) {
return true;
+ }
+ }
- if(this.notfree)
- if(!teamplay)
+ if (this.notfree) {
+ if (!teamplay) {
return true;
+ }
+ }
- if(this.gametype)
- {
+ if (this.gametype) {
string gametypename;
// static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
gametypename = "ffa";
- if(teamplay)
+ if (teamplay) {
gametypename = "team";
- if(g_ctf)
+ }
+ if (g_ctf) {
gametypename = "ctf";
- if(maxclients == 1)
+ }
+ if (maxclients == 1) {
gametypename = "single";
+ }
// we do not have the other types (oneflag, obelisk, harvester, teamtournament)
- if(strstrofs(this.gametype, gametypename, 0) < 0)
+ if (strstrofs(this.gametype, gametypename, 0) < 0) {
return true;
+ }
}
return false;