-#include "_.qh"
+#include "t_quake.qh"
-#include "../common/weapons/weapons.qh"
+#include <common/weapons/_all.qh>
-void spawnfunc_weapon_electro();
-void spawnfunc_weapon_hagar();
-void spawnfunc_weapon_machinegun();
-void spawnfunc_item_bullets();
-void spawnfunc_item_armor_large();
-void spawnfunc_item_armor_large();
-void spawnfunc_item_health_mega();
-void spawnfunc_item_health_medium();
+spawnfunc(weapon_electro);
+spawnfunc(weapon_hagar);
+spawnfunc(weapon_machinegun);
+spawnfunc(item_bullets);
+spawnfunc(item_armor_large);
+spawnfunc(item_armor_large);
+spawnfunc(item_health_mega);
+spawnfunc(item_health_medium);
//***********************
//QUAKE 1 ENTITIES - So people can play quake1 maps with the xonotic weapons
//***********************
-void spawnfunc_weapon_nailgun (void) {spawnfunc_weapon_electro();}
-void spawnfunc_weapon_supernailgun (void) {spawnfunc_weapon_hagar();}
-void spawnfunc_weapon_supershotgun (void) {spawnfunc_weapon_machinegun();}
-
-void spawnfunc_item_spikes (void) {spawnfunc_item_bullets();}
-//void spawnfunc_item_armor1 (void) {spawnfunc_item_armor_medium;} // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-void spawnfunc_item_armor2 (void) {spawnfunc_item_armor_large();}
-void item_armorInv (void) {spawnfunc_item_armor_large();}
-void spawnfunc_item_health (void) {if (self.spawnflags & 2) spawnfunc_item_health_mega();else spawnfunc_item_health_medium();}
+spawnfunc(weapon_nailgun) {spawnfunc_weapon_electro(this);}
+spawnfunc(weapon_supernailgun) {spawnfunc_weapon_hagar(this);}
+spawnfunc(weapon_supershotgun) {spawnfunc_weapon_machinegun(this);}
+
+spawnfunc(item_spikes) {spawnfunc_item_bullets(this);}
+//spawnfunc(item_armor1) {spawnfunc_item_armor_medium(this);} // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+spawnfunc(item_armor2) {spawnfunc_item_armor_large(this);}
+spawnfunc(item_armorInv) {spawnfunc_item_armor_large(this);} // TODO: make sure we actually want this
+spawnfunc(item_health) {if (this.spawnflags & 2) spawnfunc_item_health_mega(this);else spawnfunc_item_health_medium(this);}
//spawnfunc_item_spikes
//spawnfunc_item_health