4 #define Q3COMPAT_ARENA BIT(0)
5 #define Q3COMPAT_DEFI BIT(1)
7 bool autocvar_sv_q3compat_changehitbox;
9 bool DoesQ3ARemoveThisEntity(entity this);
10 int GetAmmoConsumptionQ3(string netname);
14 /* We tell the ammo spawnfunc which weapon will use the ammo so it can
15 * calculate the amount required for the number of shots in the count field,
16 * and so the type can be looked up rather than specified in quake3.qc
18 // Ammo only, unconditional
19 #define SPAWNFUNC_Q3AMMO(ammo_classname, xonwep) \
20 spawnfunc(ammo_classname) \
22 if(this.count && xonwep.ammo_type) \
23 SetResource(this, xonwep.ammo_type, this.count * GetAmmoConsumptionQ3(xonwep.netname)); \
24 SPAWNFUNC_BODY(GetAmmoItem(xonwep.ammo_type)) \
27 // Ammo only, conditional
28 #define SPAWNFUNC_Q3AMMO_COND(ammo_classname, cond, xonwep1, xonwep0) \
29 SPAWNFUNC_Q3AMMO(ammo_classname, (cond ? xonwep1 : xonwep0))
31 // Weapon & ammo, unconditional
32 #define SPAWNFUNC_Q3(weapon_classname, ammo_classname, xonwep) \
33 SPAWNFUNC_WEAPON(weapon_classname, xonwep) \
34 SPAWNFUNC_Q3AMMO(ammo_classname, xonwep)
36 // Weapon & ammo, conditional
37 #define SPAWNFUNC_Q3_COND(weapon_classname, ammo_classname, cond, xonwep1, xonwep0) \
38 SPAWNFUNC_WEAPON_COND(weapon_classname, cond, xonwep1, xonwep0) \
39 SPAWNFUNC_Q3AMMO_COND(ammo_classname, cond, xonwep1, xonwep0)