#include "quake3.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include <common/weapons/_all.qh>
spawnfunc(weapon_crylink);
spawnfunc(weapon_electro);
spawnfunc(weapon_hagar);
+spawnfunc(weapon_hook);
spawnfunc(weapon_machinegun);
spawnfunc(weapon_vortex);
+spawnfunc(weapon_minelayer);
spawnfunc(target_items);
spawnfunc(item_rockets);
spawnfunc(item_shells);
-spawnfunc(item_jetpack);
+spawnfunc(item_strength);
spawnfunc(item_armor_big);
spawnfunc(item_armor_mega);
// GL -> Mortar
spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
+// Mines -> Rockets
+spawnfunc(weapon_prox_launcher) { spawnfunc_weapon_minelayer(this); }
+spawnfunc(ammo_mines) { spawnfunc_item_rockets(this); }
+
// LG -> Lightning
spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
// Rail -> Vortex
-spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
+spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
spawnfunc(ammo_slugs) { spawnfunc_item_cells(this); }
// BFG -> Crylink
spawnfunc(weapon_bfg) { spawnfunc_weapon_crylink(this); }
spawnfunc(ammo_bfg) { spawnfunc_item_cells(this); }
+// grappling hook -> hook
+spawnfunc(weapon_grapplinghook) { spawnfunc_weapon_hook(this); }
+
// RL -> RL
spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
// Armor
-spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
+spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
spawnfunc(item_armor_combat) { spawnfunc_item_armor_big(this); }
spawnfunc(item_armor_shard) { spawnfunc_item_armor_small(this); }
spawnfunc(item_enviro) { spawnfunc_item_invincible(this); }
// medkit -> armor (we have no holdables)
-spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
+spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
+
+// doubler -> strength
+spawnfunc(item_doubler) { spawnfunc_item_strength(this); }
.float wait;
.float delay;
it.nextthink = time;
});
this.spawnflags = 2;
+ this.spawnfunc_checked = true;
spawnfunc_target_items(this);
InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
}
InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
}
-//spawnfunc(item_flight) /* handled by jetpack */
+//spawnfunc(item_flight) /* 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 */
// CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
-spawnfunc(item_flight)
-{
- spawnfunc_item_jetpack(this);
-}
-
.float notteam;
.float notsingle;
.float notfree;