1 //***********************
2 //QUAKE 1 ENTITIES - So people can play quake1 maps with the xonotic weapons
3 //***********************
4 void spawnfunc_weapon_nailgun (void) {spawnfunc_weapon_electro();}
5 void spawnfunc_weapon_supernailgun (void) {spawnfunc_weapon_hagar();}
6 void spawnfunc_weapon_supershotgun (void) {spawnfunc_weapon_uzi();}
8 void spawnfunc_item_spikes (void) {spawnfunc_item_bullets();}
9 //void spawnfunc_item_armor1 (void) {spawnfunc_item_armor_medium;} // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
10 void spawnfunc_item_armor2 (void) {spawnfunc_item_armor_large();}
11 void item_armorInv (void) {spawnfunc_item_armor_large();}
12 void spawnfunc_item_health (void) {if (self.spawnflags & 2) spawnfunc_item_health_mega();else spawnfunc_item_health_medium();}
14 //spawnfunc_item_spikes
15 //spawnfunc_item_health
19 // garbage function to reduce warnings in compiling about unused variables
22 self.exteriormodeltoclient = world;
24 self.tag_entity = world;
29 self.drawonlytoclient = world;
30 self.nodrawtoclient = world;
31 self.cursor_active = 0;
32 self.cursor_screen = '0 0 0';
33 self.cursor_trace_start = '0 0 0';
34 self.cursor_trace_endpos = '0 0 0';
41 self.rendercolor = '0 0 0';
45 self.jumppadsused = world;
46 self.disableclientprediction = 0;
47 self.contentstransition = SUB_Null;
48 self.dphitcontentsmask = 0;
50 self.attack_finished_for = 0; // why is this even valid? Spiiiiiiiiiiiiiiiiiiiiike!
52 trace_dphittexturename = "";
53 require_spawnfunc_prefix = 1;
54 self.movetypesteplandevent = SUB_Null;
56 self.cvar_cl_weaponpriorities = "";
59 gettaginfo_parent = 0;
61 gettaginfo_offset = '0 0 0';
62 gettaginfo_forward = '0 0 0';
63 gettaginfo_right = '0 0 0';
64 gettaginfo_up = '0 0 0';