3 #include <common/weapons/_all.qh>
5 spawnfunc(weapon_crylink);
6 spawnfunc(weapon_electro);
7 spawnfunc(weapon_hagar);
8 spawnfunc(weapon_machinegun);
9 spawnfunc(weapon_vortex);
10 spawnfunc(weapon_minelayer);
12 spawnfunc(target_items);
14 spawnfunc(item_bullets);
15 spawnfunc(item_cells);
16 spawnfunc(item_rockets);
17 spawnfunc(item_shells);
19 spawnfunc(item_strength);
21 spawnfunc(item_armor_big);
22 spawnfunc(item_armor_mega);
23 spawnfunc(item_armor_small);
25 spawnfunc(item_health_medium);
26 spawnfunc(item_health_mega);
28 //***********************
29 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
30 //***********************
32 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
35 spawnfunc(ammo_shells) { spawnfunc_item_shells(this); }
38 spawnfunc(ammo_bullets) { spawnfunc_item_bullets(this); }
41 spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
44 spawnfunc(weapon_prox_launcher) { spawnfunc_weapon_minelayer(this); }
45 spawnfunc(ammo_mines) { spawnfunc_item_rockets(this); }
48 spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
49 spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
52 spawnfunc(weapon_plasmagun) { spawnfunc_weapon_hagar(this); }
53 spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
56 spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
57 spawnfunc(ammo_slugs) { spawnfunc_item_cells(this); }
60 spawnfunc(weapon_bfg) { spawnfunc_weapon_crylink(this); }
61 spawnfunc(ammo_bfg) { spawnfunc_item_cells(this); }
64 spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
67 spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
68 spawnfunc(item_armor_combat) { spawnfunc_item_armor_big(this); }
69 spawnfunc(item_armor_shard) { spawnfunc_item_armor_small(this); }
70 spawnfunc(item_enviro) { spawnfunc_item_invincible(this); }
72 // medkit -> armor (we have no holdables)
73 spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
75 // doubler -> strength
76 spawnfunc(item_doubler) { spawnfunc_item_strength(this); }
81 // weapon remove ent from df
82 void target_init_verify(entity this)
85 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
86 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
87 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
94 //setsize(targ, trigger.mins, trigger.maxs);
95 //setorigin(targ, trigger.origin);
100 spawnfunc(target_init)
102 this.spawnflags = 0; // remove all weapons except the ones listed below
103 this.netname = "shotgun"; // keep these weapons through the remove trigger
104 spawnfunc_target_items(this);
105 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
108 // weapon give ent from defrag
109 void target_give_init(entity this)
111 IL_EACH(g_items, it.targetname == this.target,
113 if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
114 this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
115 this.netname = "devastator";
117 else if (it.classname == "weapon_lightning") {
118 this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
119 if(this.netname == "")
120 this.netname = "electro";
122 this.netname = strcat(this.netname, " electro");
124 else if (it.classname == "weapon_plasmagun") {
125 this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
126 if(this.netname == "")
127 this.netname = "hagar";
129 this.netname = strcat(this.netname, " hagar");
131 else if (it.classname == "weapon_bfg") {
132 this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
133 if(this.netname == "")
134 this.netname = "crylink";
136 this.netname = strcat(this.netname, " crylink");
138 else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
139 this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
140 if(this.netname == "")
141 this.netname = "mortar";
143 this.netname = strcat(this.netname, " mortar");
145 else if (it.classname == "item_armor_body")
146 this.armorvalue = 100;
147 else if (it.classname == "item_health_mega")
149 //remove(it); // removing ents in init functions causes havoc, workaround:
150 setthink(it, SUB_Remove);
154 spawnfunc_target_items(this);
155 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
158 spawnfunc(target_give)
160 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
163 //spawnfunc(item_flight) /* handled by buffs mutator */
164 //spawnfunc(item_haste) /* handled by buffs mutator */
165 //spawnfunc(item_health) /* handled in t_quake.qc */
166 //spawnfunc(item_health_large) /* handled in t_items.qc */
167 //spawnfunc(item_health_small) /* handled in t_items.qc */
168 //spawnfunc(item_health_mega) /* handled in t_items.qc */
169 //spawnfunc(item_invis) /* handled by buffs mutator */
170 //spawnfunc(item_regen) /* handled by buffs mutator */
172 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
180 bool DoesQ3ARemoveThisEntity(entity this)
182 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
185 if(!teamplay || g_tdm || g_ctf)
189 if (!(!teamplay || g_tdm || g_ctf))
207 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
208 gametypename = "ffa";
210 gametypename = "team";
212 gametypename = "ctf";
214 gametypename = "single";
215 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
216 if(strstrofs(this.gametype, gametypename, 0) < 0)