+#include "_all.qh"
+
+#include "../common/weapons/all.qh"
+#include "../common/buffs.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_large);
+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
-void spawnfunc_ammo_shells() { spawnfunc_item_shells(); }
+spawnfunc(ammo_shells) { spawnfunc_item_shells(this); }
// MG -> MG
-void spawnfunc_weapon_machinegun() { spawnfunc_weapon_uzi(); }
-void spawnfunc_ammo_bullets() { spawnfunc_item_bullets(); }
+spawnfunc(ammo_bullets) { spawnfunc_item_bullets(this); }
// GL -> Mortar
-void spawnfunc_ammo_grenades() { spawnfunc_item_rockets(); }
+spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
// LG -> Lightning
-//void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); }
-void spawnfunc_ammo_lightning() { spawnfunc_item_cells(); }
+spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
+spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
// Plasma -> Hagar
-void spawnfunc_weapon_plasmagun() { spawnfunc_weapon_hagar(); }
-void spawnfunc_ammo_cells() { spawnfunc_item_rockets(); }
+spawnfunc(weapon_plasmagun) { spawnfunc_weapon_hagar(this); }
+spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
-// Rail -> Nex
-void spawnfunc_weapon_railgun() { spawnfunc_weapon_nex(); }
-void spawnfunc_ammo_slugs() { spawnfunc_item_cells(); }
+// Rail -> Vortex
+spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
+spawnfunc(ammo_slugs) { spawnfunc_item_cells(this); }
// BFG -> Crylink
-void spawnfunc_weapon_bfg() { spawnfunc_weapon_crylink(); }
-void spawnfunc_ammo_bfg() { spawnfunc_item_cells(); }
+spawnfunc(weapon_bfg) { spawnfunc_weapon_crylink(this); }
+spawnfunc(ammo_bfg) { spawnfunc_item_cells(this); }
// RL -> RL
-void spawnfunc_ammo_rockets() { spawnfunc_item_rockets(); }
+spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
// Armor
-void spawnfunc_item_armor_body() { spawnfunc_item_armor_large(); }
-void spawnfunc_item_armor_combat() { spawnfunc_item_armor_big(); }
-void spawnfunc_item_armor_shard() { spawnfunc_item_armor_small(); }
-void spawnfunc_item_enviro() { spawnfunc_item_invincible(); }
+spawnfunc(item_armor_body) { spawnfunc_item_armor_large(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); }
// weapon remove ent from df
void target_init_verify()
}
}
-void spawnfunc_target_init()
+spawnfunc(target_init)
{
self.spawnflags = 0; // remove all weapons except the ones listed below
self.netname = "shotgun"; // keep these weapons through the remove trigger
- spawnfunc_target_items();
+ spawnfunc_target_items(this);
InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
}
// weapon give ent from defrag
void target_give_init()
-{
+{SELFPARAM();
entity targ;
for (targ = world; (targ = find(targ, targetname, self.target)); ) {
- if (targ.classname == "weapon_rocketlauncher") {
+ if (targ.classname == "weapon_rocketlauncher" || targ.classname == "weapon_devastator") {
self.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
- self.netname = "rocketlauncher";
+ self.netname = "devastator";
}
else if (targ.classname == "weapon_plasmagun") {
- self.ammo_rockets += targ.count * autocvar_g_balance_hagar_primary_ammo;
+ self.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
if(self.netname == "")
self.netname = "hagar";
else
self.netname = strcat(self.netname, " hagar");
}
else if (targ.classname == "weapon_bfg") {
- self.ammo_cells += targ.count * autocvar_g_balance_crylink_primary_ammo;
+ self.ammo_cells += targ.count * WEP_CVAR_PRI(crylink, ammo);
if(self.netname == "")
self.netname = "crylink";
else
self.netname = strcat(self.netname, " crylink");
}
- else if (targ.classname == "weapon_grenadelauncher") {
- self.ammo_rockets += targ.count * autocvar_g_balance_mortar_primary_ammo; // WEAPONTODO
+ else if (targ.classname == "weapon_grenadelauncher" || targ.classname == "weapon_mortar") {
+ self.ammo_rockets += targ.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
if(self.netname == "")
- self.netname = "grenadelauncher";
+ self.netname = "mortar";
else
- self.netname = strcat(self.netname, " grenadelauncher");
+ self.netname = strcat(self.netname, " mortar");
}
else if (targ.classname == "item_armor_body")
self.armorvalue = 100;
targ.nextthink = time;
}
self.spawnflags = 2;
- spawnfunc_target_items();
+ spawnfunc_target_items(this);
InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
}
-void spawnfunc_target_give()
+spawnfunc(target_give)
{
InitializeEntity(self, target_give_init, INITPRIO_FINDTARGET);
}
-//void spawnfunc_item_flight() /* not supported */
-//void spawnfunc_item_haste() /* not supported */
-//void spawnfunc_item_health() /* handled in t_quake.qc */
-//void spawnfunc_item_health_large() /* handled in t_items.qc */
-//void spawnfunc_item_health_small() /* handled in t_items.qc */
-//void spawnfunc_item_health_mega() /* handled in t_items.qc */
-//void spawnfunc_item_invis() /* not supported */
-//void spawnfunc_item_regen() /* not supported */
+//spawnfunc(item_flight) /* handled by buffs mutator or 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
-void spawnfunc_item_flight() { spawnfunc_item_jetpack(); }
+spawnfunc(item_flight)
+{
+ if(!cvar("g_buffs") || !cvar("g_buffs_flight"))
+ spawnfunc_item_jetpack(this);
+ else
+ buff_Init_Compat(self, BUFF_FLIGHT);
+}
.float notteam;
.float notsingle;
.float notta;
.string gametype;
float DoesQ3ARemoveThisEntity()
-{
+{SELFPARAM();
// Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
if(self.notq3a)
return 1;
if(self.notta)
- if not(!teamplay || g_tdm || g_ctf)
+ if (!(!teamplay || g_tdm || g_ctf))
return 1;
if(self.notsingle)
gametypename = "ffa";
if(teamplay)
gametypename = "team";
- if(g_arena)
- gametypename = "tournament";
if(g_ctf)
gametypename = "ctf";
if(maxclients == 1)