#include "quake3.qh"
-#include <server/defs.qh>
-#include <server/miscfunctions.qh>
-#include <server/items.qh>
-#include <server/resources.qh>
#include <common/gamemodes/_mod.qh>
-#include <common/t_items.qh>
-#include <common/mapobjects/triggers.qh>
+#include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
#include <common/mapobjects/trigger/counter.qh>
+#include <common/mapobjects/triggers.qh>
#include <common/mutators/mutator/buffs/buffs.qh>
+#include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/notifications/all.qh>
+#include <common/stats.qh>
#include <common/weapons/_all.qh>
+#include <common/weapons/_all.qh>
+#include <server/client.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.qh>
+#include <server/resources.qh>
+#include <server/world.qh>
//***********************
//QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
if (!(this.spawnflags & 8))
{
- STAT(STRENGTH_FINISHED, actor) = 0;
- STAT(INVINCIBLE_FINISHED, actor) = 0;
- if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
+ StatusEffects_remove(STATUSEFFECT_Strength, actor, STATUSEFFECT_REMOVE_NORMAL);
+ StatusEffects_remove(STATUSEFFECT_Shield, actor, STATUSEFFECT_REMOVE_NORMAL);
+ entity heldbuff = buff_FirstFromFlags(actor);
+ if(heldbuff) // TODO: make a dropbuffs function to handle this
{
- int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
+ int buffid = heldbuff.m_id;
Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
if(!IS_INDEPENDENT_PLAYER(actor))
Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
- STAT(BUFFS, actor) = 0;
- STAT(BUFF_TIME, actor) = 0;
+ buff_RemoveAll(actor, STATUSEFFECT_REMOVE_NORMAL);
}
}
else if (it.classname == "item_health_mega")
SetResourceExplicit(this, RES_HEALTH, 200);
else if (it.classname == "item_buff") {
- entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
+ entity buff = it.buffdef;
this.netname = cons(this.netname, buff.netname);
- STAT(BUFF_TIME, this) = it.count;
+ this.buffs_finished = it.count;
}
//remove(it); // removing ents in init functions causes havoc, workaround:
//spawnfunc(item_doubler) /* handled by buffs mutator */
//spawnfunc(item_haste) /* handled by buffs mutator */
//spawnfunc(item_health) /* handled in t_quake.qc */
-//spawnfunc(item_health_large) /* handled in t_items.qc */
-//spawnfunc(item_health_small) /* handled in t_items.qc */
-//spawnfunc(item_health_mega) /* handled in t_items.qc */
+//spawnfunc(item_health_large) /* handled in items.qc */
+//spawnfunc(item_health_small) /* handled in items.qc */
+//spawnfunc(item_health_mega) /* handled in items.qc */
//spawnfunc(item_invis) /* handled by buffs mutator */
//spawnfunc(item_regen) /* handled by buffs mutator */
gametypename = "team";
if(g_ctf)
gametypename = "ctf";
+ if(g_ctf && ctf_oneflag)
+ gametypename = "oneflag";
if(g_duel)
gametypename = "tournament";
if(maxclients == 1)
gametypename = "single";
- // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
+ // we do not have the other types (obelisk, harvester, teamtournament)
if(strstrofs(this.gametype, gametypename, 0) < 0)
return true;
}