1 //***********************
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2 //QUAKE 1 ENTITIES - So people can play quake1 maps with the voretournament weapons
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3 //***********************
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4 void spawnfunc_weapon_nailgun (void) {spawnfunc_weapon_grabber();}
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5 void spawnfunc_weapon_supernailgun (void) {spawnfunc_weapon_grabber();}
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6 void spawnfunc_weapon_supershotgun (void) {spawnfunc_weapon_grabber();}
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8 void spawnfunc_item_spikes (void) {spawnfunc_item_fuel();}
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9 //void spawnfunc_item_armor1 (void) {spawnfunc_item_armor_medium;} // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard
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10 void spawnfunc_item_armor2 (void) {spawnfunc_item_armor_large();}
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11 void item_armorInv (void) {spawnfunc_item_armor_large();}
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12 void spawnfunc_item_health (void) {if (self.spawnflags & 2) spawnfunc_item_health_mega();else spawnfunc_item_health_medium();}
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14 //spawnfunc_item_spikes
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15 //spawnfunc_item_health
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19 // garbage function to reduce warnings in compiling about unused variables
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20 void junk_function ()
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22 self.exteriormodeltoclient = world;
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23 self.glow_trail = 0;
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24 self.tag_entity = world;
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25 self.BUTTON_JETPACK = 0;
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26 self.BUTTON_INFO = 0;
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28 self.pitch_speed = 0;
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29 self.drawonlytoclient = world;
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30 self.nodrawtoclient = world;
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31 self.cursor_active = 0;
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32 self.cursor_screen = '0 0 0';
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33 self.cursor_trace_start = '0 0 0';
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34 self.cursor_trace_endpos = '0 0 0';
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40 self.rendermode = 0;
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41 self.rendercolor = '0 0 0';
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43 self.color = '0 0 0';
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45 self.jumppadsused[0] = world;
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46 self.disableclientprediction = 0;
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47 self.contentstransition = null;
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48 self.dphitcontentsmask = 0;
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49 self.modelflags = 0;
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50 self.attack_finished_for[0] = 0; // why is this even valid? Spiiiiiiiiiiiiiiiiiiiiike!
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52 trace_dphittexturename = "";
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53 require_spawnfunc_prefix = 1;
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54 self.movetypesteplandevent = null;
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56 self.cvar_cl_weaponpriorities[0] = "";
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58 self.teamscores[0] = 0;
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59 gettaginfo_parent = 0;
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60 gettaginfo_name = "";
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61 gettaginfo_offset = '0 0 0';
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62 gettaginfo_forward = '0 0 0';
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63 gettaginfo_right = '0 0 0';
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64 gettaginfo_up = '0 0 0';
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