#include "quake3.qh"
-#include <server/defs.qh>
+#include <server/client.qh>
+#include <common/weapons/_all.qh>
+#include <common/stats.qh>
#include <server/miscfunctions.qh>
-#include <server/items.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.qh>
#include <server/resources.qh>
-#include <common/t_items.qh>
+#include <common/gamemodes/_mod.qh>
+#include <common/gamemodes/gamemode/ctf/sv_ctf.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>
-//***********************
-//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_ITEM(ammo_shells, ITEM_Shells)
-
-// MG -> MG
-SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
+/***********************
+ * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
+ ***********************
+
+ * Map entities NOT handled in this file:
+ holdable_invulnerability Q3TA currently unsupported
+ holdable_kamikaze Q3TA currently unsupported
+ item_ammoregen Q3TA handled by buffs mutator
+ item_doubler Q3TA handled by buffs mutator
+ item_guard Q3TA handled by buffs mutator
+ item_scout Q3TA handled by buffs mutator
+ item_armor_jacket CPMA handled in quake2.qc
+ item_flight Q3A handled by buffs mutator
+ item_haste Q3A handled by buffs mutator
+ item_health Q3A handled in quake.qc
+ item_health_large Q3A handled in items.qc
+ item_health_small Q3A handled in health.qh
+ item_health_mega Q3A handled in health.qh
+ item_invis Q3A handled by buffs mutator
+ item_quad Q3A handled in items.qc
+ item_regen Q3A handled by buffs mutator
+ CTF spawnfuncs handled in sv_ctf.qc
+
+ NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
+*/
+
+// SG -> MG || SG
+SPAWNFUNC_ITEM_COND(ammo_shells, (q3compat & Q3COMPAT_ARENA), ITEM_Bullets, ITEM_Shells)
+SPAWNFUNC_WEAPON_COND(weapon_shotgun, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
+
+// MG -> SG || MG
+SPAWNFUNC_ITEM_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), ITEM_Shells, ITEM_Bullets)
// GL -> Mortar
SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
-// Team Arena Proximity Launcher -> Mine Layer
-SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
+// Team Arena Proximity Launcher -> Mortar
+// It's more accurate to spawn Mine Layer but players prefer Mortar, and weapon_grenadelauncher is usually disabled by "notta" and weapon_prox_launcher placed at the same origin
+SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MORTAR)
SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
// Team Arena Chaingun -> HLAC
SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
+// Quake Live Heavy Machine Gun -> HLAC
+SPAWNFUNC_WEAPON(weapon_hmg, WEP_HLAC)
+SPAWNFUNC_ITEM(ammo_hmg, ITEM_Cells)
+
// Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
-SPAWNFUNC_WEAPON_COND(weapon_nailgun, autocvar_sv_q3acompat_machineshotgunswap, WEP_CRYLINK, WEP_ELECTRO)
+SPAWNFUNC_WEAPON_COND(weapon_nailgun, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
// LG -> Electro
SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
-// BFG -> Crylink
-SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
-SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
+// BFG -> Crylink || Fireball
+SPAWNFUNC_WEAPON_COND(weapon_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
+SPAWNFUNC_ITEM_COND(ammo_bfg, cvar_string("g_mod_balance") == "XDF", ITEM_Cells, ITEM_Rockets)
// grappling hook -> hook
SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
+SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
+
+// Battle Suit
SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
// medkit -> armor (we have no holdables)
InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
}
-// weapon give ent from defrag
+// weapon give ent from Q3
void target_give_init(entity this)
{
IL_EACH(g_items, it.targetname == this.target,
{
if (it.classname == "weapon_devastator") {
- SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
+ this.ammo_rockets = it.ammo_rockets;
this.netname = cons(this.netname, "devastator");
}
else if (it.classname == "weapon_vortex") {
- SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
+ this.ammo_cells = it.ammo_cells;
this.netname = cons(this.netname, "vortex");
}
else if (it.classname == "weapon_electro") {
- SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
+ this.ammo_cells = it.ammo_cells;
this.netname = cons(this.netname, "electro");
}
else if (it.classname == "weapon_hagar") {
- SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
+ this.ammo_rockets = it.ammo_rockets;
this.netname = cons(this.netname, "hagar");
}
else if (it.classname == "weapon_crylink") {
- SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
+ this.ammo_cells = it.ammo_cells;
this.netname = cons(this.netname, "crylink");
}
else if (it.classname == "weapon_mortar") {
- SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
+ this.ammo_rockets = it.ammo_rockets;
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.ammo_shells = it.ammo_shells;
this.netname = cons(this.netname, "shotgun");
}
+ else if (it.classname == "weapon_machinegun") {
+ this.ammo_nails = it.ammo_nails;
+ this.netname = cons(this.netname, "machinegun");
+ }
else if (it.classname == "item_armor_mega")
SetResourceExplicit(this, RES_ARMOR, 100);
else if (it.classname == "item_health_mega")
this.netname = cons(this.netname, buff.netname);
STAT(BUFF_TIME, this) = it.count;
}
+ else if (it.classname == "item_shield") {
+ this.invincible_finished = it.count;
+ this.netname = cons(this.netname, "invincible");
+ }
+ else if (it.classname == "item_strength") {
+ this.strength_finished = it.count;
+ this.netname = cons(this.netname, "strength");
+ }
//remove(it); // removing ents in init functions causes havoc, workaround:
- setthink(it, SUB_Remove);
- it.nextthink = time;
+ setthink(it, SUB_Remove);
+ it.nextthink = time;
});
this.spawnflags = 2;
this.spawnfunc_checked = true;
this.use = fragsfilter_use;
}
-//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 */
-//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
-
.bool notteam;
.bool notsingle;
.bool notfree;
// 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;
+ if(cvar_string("g_mod_physics") == "Q3")
+ {
+ if(this.notvq3)
+ return true;
}
- else if(this.notcpm) 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.gametype)
{
string gametypename;
- // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
+ // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
gametypename = "ffa";
if(teamplay)
gametypename = "team";
if(g_ctf)
gametypename = "ctf";
+ if(g_ctf && ctf_oneflag)
+ gametypename = "oneflag";
if(g_duel)
gametypename = "tournament";
if(maxclients == 1)
gametypename = "single";
- // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
+ // we do not have the other types (obelisk, harvester)
if(strstrofs(this.gametype, gametypename, 0) < 0)
return true;
}