3 #include <common/weapons/_all.qh>
5 spawnfunc(weapon_crylink);
6 spawnfunc(weapon_electro);
7 spawnfunc(weapon_hagar);
8 spawnfunc(weapon_hook);
9 spawnfunc(weapon_machinegun);
10 spawnfunc(weapon_vortex);
11 spawnfunc(weapon_minelayer);
13 spawnfunc(target_items);
15 spawnfunc(item_bullets);
16 spawnfunc(item_cells);
17 spawnfunc(item_rockets);
18 spawnfunc(item_shells);
20 spawnfunc(item_strength);
22 spawnfunc(item_armor_big);
23 spawnfunc(item_armor_mega);
24 spawnfunc(item_armor_small);
26 spawnfunc(item_health_medium);
27 spawnfunc(item_health_mega);
29 //***********************
30 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
31 //***********************
33 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
36 spawnfunc(ammo_shells) { spawnfunc_item_shells(this); }
39 spawnfunc(ammo_bullets) { spawnfunc_item_bullets(this); }
42 spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
45 spawnfunc(weapon_prox_launcher) { spawnfunc_weapon_minelayer(this); }
46 spawnfunc(ammo_mines) { spawnfunc_item_rockets(this); }
49 spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
50 spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
53 spawnfunc(weapon_plasmagun) { spawnfunc_weapon_hagar(this); }
54 spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
57 spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
58 spawnfunc(ammo_slugs) { spawnfunc_item_cells(this); }
61 spawnfunc(weapon_bfg) { spawnfunc_weapon_crylink(this); }
62 spawnfunc(ammo_bfg) { spawnfunc_item_cells(this); }
64 // grappling hook -> hook
65 spawnfunc(weapon_grapplinghook) { spawnfunc_weapon_hook(this); }
68 spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
71 spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
72 spawnfunc(item_armor_combat) { spawnfunc_item_armor_big(this); }
73 spawnfunc(item_armor_shard) { spawnfunc_item_armor_small(this); }
74 spawnfunc(item_enviro) { spawnfunc_item_invincible(this); }
76 // medkit -> armor (we have no holdables)
77 spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
79 // doubler -> strength
80 spawnfunc(item_doubler) { spawnfunc_item_strength(this); }
85 // weapon remove ent from df
86 void target_init_verify(entity this)
89 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
90 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
91 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
98 //setsize(targ, trigger.mins, trigger.maxs);
99 //setorigin(targ, trigger.origin);
104 spawnfunc(target_init)
106 this.spawnflags = 0; // remove all weapons except the ones listed below
107 this.netname = "shotgun"; // keep these weapons through the remove trigger
108 spawnfunc_target_items(this);
109 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
112 // weapon give ent from defrag
113 void target_give_init(entity this)
115 IL_EACH(g_items, it.targetname == this.target,
117 if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
118 this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
119 this.netname = "devastator";
121 else if (it.classname == "weapon_lightning") {
122 this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
123 if(this.netname == "")
124 this.netname = "electro";
126 this.netname = strcat(this.netname, " electro");
128 else if (it.classname == "weapon_plasmagun") {
129 this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
130 if(this.netname == "")
131 this.netname = "hagar";
133 this.netname = strcat(this.netname, " hagar");
135 else if (it.classname == "weapon_bfg") {
136 this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
137 if(this.netname == "")
138 this.netname = "crylink";
140 this.netname = strcat(this.netname, " crylink");
142 else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
143 this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
144 if(this.netname == "")
145 this.netname = "mortar";
147 this.netname = strcat(this.netname, " mortar");
149 else if (it.classname == "item_armor_body")
150 this.armorvalue = 100;
151 else if (it.classname == "item_health_mega")
153 //remove(it); // removing ents in init functions causes havoc, workaround:
154 setthink(it, SUB_Remove);
158 this.spawnfunc_checked = true;
159 spawnfunc_target_items(this);
160 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
163 spawnfunc(target_give)
165 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
168 //spawnfunc(item_flight) /* handled by buffs mutator */
169 //spawnfunc(item_haste) /* handled by buffs mutator */
170 //spawnfunc(item_health) /* handled in t_quake.qc */
171 //spawnfunc(item_health_large) /* handled in t_items.qc */
172 //spawnfunc(item_health_small) /* handled in t_items.qc */
173 //spawnfunc(item_health_mega) /* handled in t_items.qc */
174 //spawnfunc(item_invis) /* handled by buffs mutator */
175 //spawnfunc(item_regen) /* handled by buffs mutator */
177 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
185 bool DoesQ3ARemoveThisEntity(entity this)
187 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
190 if(!teamplay || g_tdm || g_ctf)
194 if (!(!teamplay || g_tdm || g_ctf))
212 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
213 gametypename = "ffa";
215 gametypename = "team";
217 gametypename = "ctf";
219 gametypename = "single";
220 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
221 if(strstrofs(this.gametype, gametypename, 0) < 0)