4 #define Q3COMPAT_ARENA BIT(0)
5 #define Q3COMPAT_DEFI BIT(1)
7 bool DoesQ3ARemoveThisEntity(entity this);
11 /* We tell the ammo spawnfunc which weapon will use the ammo so it can
12 * calculate the amount required for the number of shots in the count field,
13 * and so the type can be looked up rather than specified in quake3.qc
15 // Ammo only, unconditional
16 #define SPAWNFUNC_Q3AMMO(ammo_classname, xonwep) \
17 spawnfunc(ammo_classname) \
19 if(this.count && xonwep.ammo_type) \
20 SetResource(this, xonwep.ammo_type, this.count * GetAmmoConsumptionPrimary(xonwep.netname)); \
21 SPAWNFUNC_BODY(GetAmmoItem(xonwep.ammo_type)) \
24 // Ammo only, conditional
25 #define SPAWNFUNC_Q3AMMO_COND(ammo_classname, cond, xonwep1, xonwep0) \
26 SPAWNFUNC_Q3AMMO(ammo_classname, (cond ? xonwep1 : xonwep0))
28 // Weapon & ammo, unconditional
29 #define SPAWNFUNC_Q3(weapon_classname, ammo_classname, xonwep) \
30 SPAWNFUNC_WEAPON(weapon_classname, xonwep) \
31 SPAWNFUNC_Q3AMMO(ammo_classname, xonwep)
33 // Weapon & ammo, conditional
34 #define SPAWNFUNC_Q3_COND(weapon_classname, ammo_classname, cond, xonwep1, xonwep0) \
35 SPAWNFUNC_WEAPON_COND(weapon_classname, cond, xonwep1, xonwep0) \
36 SPAWNFUNC_Q3AMMO_COND(ammo_classname, cond, xonwep1, xonwep0)