+#include "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;
+}