+++ /dev/null
-#include "t_quake3.qh"
-
-#include <common/weapons/_all.qh>
-
-spawnfunc(weapon_crylink);
-spawnfunc(weapon_electro);
-spawnfunc(weapon_hagar);
-spawnfunc(weapon_machinegun);
-spawnfunc(weapon_vortex);
-
-spawnfunc(target_items);
-
-spawnfunc(item_bullets);
-spawnfunc(item_cells);
-spawnfunc(item_rockets);
-spawnfunc(item_shells);
-
-spawnfunc(item_jetpack);
-
-spawnfunc(item_armor_big);
-spawnfunc(item_armor_mega);
-spawnfunc(item_armor_small);
-
-spawnfunc(item_health_medium);
-spawnfunc(item_health_mega);
-
-//***********************
-//QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
-//***********************
-
-// NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
-
-// SG -> SG
-spawnfunc(ammo_shells) { spawnfunc_item_shells(this); }
-
-// MG -> MG
-spawnfunc(ammo_bullets) { spawnfunc_item_bullets(this); }
-
-// GL -> Mortar
-spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
-
-// LG -> Lightning
-spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
-spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
-
-// Plasma -> Hagar
-spawnfunc(weapon_plasmagun) { spawnfunc_weapon_hagar(this); }
-spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
-
-// Rail -> Vortex
-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); }
-
-// RL -> RL
-spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
-
-// Armor
-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); }
-
-.float wait;
-.float delay;
-
-// weapon remove ent from df
-void target_init_verify(entity this)
-{
- entity trigger, targ;
- for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
- for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
- if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
- {
- trigger.wait = 0;
- trigger.delay = 0;
- targ.wait = 0;
- targ.delay = 0;
-
- //setsize(targ, trigger.mins, trigger.maxs);
- //setorigin(targ, trigger.origin);
- //remove(trigger);
- }
-}
-
-spawnfunc(target_init)
-{
- this.spawnflags = 0; // remove all weapons except the ones listed below
- this.netname = "shotgun"; // keep these weapons through the remove trigger
- spawnfunc_target_items(this);
- InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
-}
-
-// weapon give ent from defrag
-void target_give_init(entity this)
-{
- IL_EACH(g_items, it.targetname == this.target,
- {
- if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
- this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
- this.netname = "devastator";
- }
- else if (it.classname == "weapon_plasmagun") {
- this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
- if(this.netname == "")
- this.netname = "hagar";
- else
- this.netname = strcat(this.netname, " hagar");
- }
- else if (it.classname == "weapon_bfg") {
- this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
- if(this.netname == "")
- this.netname = "crylink";
- else
- this.netname = strcat(this.netname, " crylink");
- }
- else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
- this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
- if(this.netname == "")
- this.netname = "mortar";
- else
- this.netname = strcat(this.netname, " mortar");
- }
- else if (it.classname == "item_armor_body")
- this.armorvalue = 100;
- else if (it.classname == "item_health_mega")
- this.health = 200;
- //remove(it); // removing ents in init functions causes havoc, workaround:
- setthink(it, SUB_Remove);
- it.nextthink = time;
- });
- this.spawnflags = 2;
- spawnfunc_target_items(this);
- InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
-}
-
-spawnfunc(target_give)
-{
- InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
-}
-
-//spawnfunc(item_flight) /* handled by jetpack */
-//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_invis) /* handled by buffs mutator */
-//spawnfunc(item_regen) /* handled by buffs mutator */
-
-// CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
-
-spawnfunc(item_flight)
-{
- spawnfunc_item_jetpack(this);
-}
-
-.float notteam;
-.float notsingle;
-.float notfree;
-.float notq3a;
-.float notta;
-.string gametype;
-bool DoesQ3ARemoveThisEntity(entity this)
-{
- // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
-
- if(this.notq3a)
- if(!teamplay || g_tdm || g_ctf)
- return true;
-
- if(this.notta)
- if (!(!teamplay || g_tdm || g_ctf))
- return true;
-
- if(this.notsingle)
- if(maxclients == 1)
- return true;
-
- if(this.notteam)
- if(teamplay)
- return true;
-
- if(this.notfree)
- if(!teamplay)
- return true;
-
- if(this.gametype)
- {
- string gametypename;
- // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
- gametypename = "ffa";
- if(teamplay)
- gametypename = "team";
- if(g_ctf)
- gametypename = "ctf";
- if(maxclients == 1)
- gametypename = "single";
- // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
- if(strstrofs(this.gametype, gametypename, 0) < 0)
- return true;
- }
-
- return false;
-}