-#include "_all.qh"
+#include "t_quake3.qh"
#include "../common/weapons/all.qh"
-#include "../common/buffs.qh"
-void spawnfunc_weapon_crylink();
-void spawnfunc_weapon_electro();
-void spawnfunc_weapon_hagar();
-void spawnfunc_weapon_machinegun();
-void spawnfunc_weapon_vortex();
+spawnfunc(weapon_crylink);
+spawnfunc(weapon_electro);
+spawnfunc(weapon_hagar);
+spawnfunc(weapon_machinegun);
+spawnfunc(weapon_vortex);
-void spawnfunc_target_items();
+spawnfunc(target_items);
-void spawnfunc_item_bullets();
-void spawnfunc_item_cells();
-void spawnfunc_item_rockets();
-void spawnfunc_item_shells();
+spawnfunc(item_bullets);
+spawnfunc(item_cells);
+spawnfunc(item_rockets);
+spawnfunc(item_shells);
-void spawnfunc_item_jetpack();
+spawnfunc(item_jetpack);
-void spawnfunc_item_armor_big();
-void spawnfunc_item_armor_large();
-void spawnfunc_item_armor_small();
+spawnfunc(item_armor_big);
+spawnfunc(item_armor_large);
+spawnfunc(item_armor_small);
-void spawnfunc_item_health_medium();
-void spawnfunc_item_health_mega();
+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_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 -> Vortex
-void spawnfunc_weapon_railgun() { spawnfunc_weapon_vortex(); }
-void spawnfunc_ammo_slugs() { spawnfunc_item_cells(); }
+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); }
+
+.float wait;
+.float delay;
// weapon remove ent from df
-void target_init_verify()
+void target_init_verify(entity this)
{
entity trigger, targ;
for(trigger = world; (trigger = find(trigger, classname, "trigger_multiple")); )
}
}
-void spawnfunc_target_init()
-{SELFPARAM();
+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();
+void target_give_init(entity this)
+{
entity targ;
for (targ = world; (targ = find(targ, targetname, self.target)); ) {
if (targ.classname == "weapon_rocketlauncher" || targ.classname == "weapon_devastator") {
else if (targ.classname == "item_health_mega")
self.health = 200;
//remove(targ); // removing ents in init functions causes havoc, workaround:
- targ.think = SUB_Remove;
+ targ.think = SUB_Remove_self;
targ.nextthink = time;
}
self.spawnflags = 2;
- spawnfunc_target_items();
+ spawnfunc_target_items(this);
InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
}
-void spawnfunc_target_give()
-{SELFPARAM();
+spawnfunc(target_give)
+{
InitializeEntity(self, target_give_init, INITPRIO_FINDTARGET);
}
-//void spawnfunc_item_flight() /* handled by buffs mutator or jetpack */
-//void spawnfunc_item_haste() /* handled by buffs mutator */
-//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() /* handled by buffs mutator */
-//void spawnfunc_item_regen() /* handled by buffs mutator */
+//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
-void spawnfunc_item_flight()
-{SELFPARAM();
- if(!cvar("g_buffs") || !cvar("g_buffs_flight"))
- spawnfunc_item_jetpack();
- else
- buff_Init_Compat(self, BUFF_FLIGHT);
+spawnfunc(item_flight)
+{
+ spawnfunc_item_jetpack(this);
}
.float notteam;