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 = "devastator";
123 else if (it.classname == "weapon_lightning") {
124 this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
125 if(this.netname == "")
126 this.netname = "electro";
128 this.netname = strcat(this.netname, " electro");
130 else if (it.classname == "weapon_plasmagun") {
131 this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
132 if(this.netname == "")
133 this.netname = "hagar";
135 this.netname = strcat(this.netname, " hagar");
137 else if (it.classname == "weapon_bfg") {
138 this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
139 if(this.netname == "")
140 this.netname = "crylink";
142 this.netname = strcat(this.netname, " crylink");
144 else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
145 this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
146 if(this.netname == "")
147 this.netname = "mortar";
149 this.netname = strcat(this.netname, " mortar");
151 else if (it.classname == "item_armor_body")
152 this.armorvalue = 100;
153 else if (it.classname == "item_health_mega")
155 //remove(it); // removing ents in init functions causes havoc, workaround:
156 setthink(it, SUB_Remove);
160 this.spawnfunc_checked = true;
161 spawnfunc_target_items(this);
162 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
165 spawnfunc(target_give)
167 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
170 //spawnfunc(item_flight) /* handled by buffs mutator */
171 //spawnfunc(item_haste) /* handled by buffs mutator */
172 //spawnfunc(item_health) /* handled in t_quake.qc */
173 //spawnfunc(item_health_large) /* handled in t_items.qc */
174 //spawnfunc(item_health_small) /* handled in t_items.qc */
175 //spawnfunc(item_health_mega) /* handled in t_items.qc */
176 //spawnfunc(item_invis) /* handled by buffs mutator */
177 //spawnfunc(item_regen) /* handled by buffs mutator */
179 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
187 bool DoesQ3ARemoveThisEntity(entity this)
189 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
192 if(!teamplay || g_tdm || g_ctf)
196 if (!(!teamplay || g_tdm || g_ctf))
214 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
215 gametypename = "ffa";
217 gametypename = "team";
219 gametypename = "ctf";
221 gametypename = "single";
222 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
223 if(strstrofs(this.gametype, gametypename, 0) < 0)