X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Ft_quake.qc;h=dac8f193001de334cd0e19e2838176a86f26721c;hb=d277ce54ca486de202a418e1adb275f3b69a98e6;hp=9b25c8860905440b3b724ec09c261a6fcfbbc14a;hpb=82dbcadfd0556053b74638f2e3ae2e57103ddf26;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/t_quake.qc b/qcsrc/server/t_quake.qc index 9b25c8860..dac8f1930 100644 --- a/qcsrc/server/t_quake.qc +++ b/qcsrc/server/t_quake.qc @@ -1,17 +1,28 @@ -#include "../common/weapons/weapons.qc" +#include "t_quake.qh" + +#include + +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