]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/compat/quake3.qc
Merge branch 'master' into Lyberta/RandomItems
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / compat / quake3.qc
1 #include "quake3.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <server/items.qh>
6 #include <common/weapons/_all.qh>
7
8 spawnfunc(target_items);
9
10 //***********************
11 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
12 //***********************
13
14 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
15
16 // SG -> SG
17 SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
18
19 // MG -> MG
20 SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
21
22 // GL -> Mortar
23 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
24
25 // Mines -> Rockets
26 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
27 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
28
29 // LG -> Lightning
30 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
31 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
32
33 // Plasma -> Hagar
34 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
35 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
36
37 // Rail -> Vortex
38 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
39 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
40
41 // BFG -> Crylink
42 SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
43 SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
44
45 // grappling hook -> hook
46 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
47
48 // RL -> RL
49 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
50
51 // Armor
52 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
53 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
54 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
55 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
56
57 // medkit -> armor (we have no holdables)
58 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
59
60 // doubler -> strength
61 SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
62
63 .float wait;
64 .float delay;
65
66 // weapon remove ent from df
67 void target_init_verify(entity this)
68 {
69         entity trigger, targ;
70         for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
71                 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
72                         if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
73                         {
74                                 trigger.wait = 0;
75                                 trigger.delay = 0;
76                                 targ.wait = 0;
77                                 targ.delay = 0;
78
79                                 //setsize(targ, trigger.mins, trigger.maxs);
80                                 //setorigin(targ, trigger.origin);
81                                 //remove(trigger);
82                         }
83 }
84
85 spawnfunc(target_init)
86 {
87         this.spawnflags = 0; // remove all weapons except the ones listed below
88         this.netname = "shotgun"; // keep these weapons through the remove trigger
89         spawnfunc_target_items(this);
90         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
91 }
92
93 // weapon give ent from defrag
94 void target_give_init(entity this)
95 {
96         IL_EACH(g_items, it.targetname == this.target,
97         {
98                 if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
99                         this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
100                         this.netname = cons(this.netname, "devastator");
101                 }
102                 else if (it.classname == "weapon_railgun") {
103                         this.ammo_cells += it.count * WEP_CVAR_PRI(vortex, ammo); // WEAPONTODO
104                         this.netname = cons(this.netname, "vortex");
105                 }
106                 else if (it.classname == "weapon_lightning") {
107                         this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
108                         this.netname = cons(this.netname, "electro");
109                 }
110                 else if (it.classname == "weapon_plasmagun") {
111                         this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
112                         this.netname = cons(this.netname, "hagar");
113                 }
114                 else if (it.classname == "weapon_bfg") {
115                         this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
116                         this.netname = cons(this.netname, "crylink");
117                 }
118                 else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
119                         this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
120                         this.netname = cons(this.netname, "mortar");
121                 }
122                 else if (it.classname == "item_armor_body")
123                         this.armorvalue = 100;
124                 else if (it.classname == "item_health_mega")
125                         this.health = 200;
126                 //remove(it); // removing ents in init functions causes havoc, workaround:
127         setthink(it, SUB_Remove);
128         it.nextthink = time;
129         });
130         this.spawnflags = 2;
131         this.spawnfunc_checked = true;
132         spawnfunc_target_items(this);
133         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
134 }
135
136 spawnfunc(target_give)
137 {
138         InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
139 }
140
141 //spawnfunc(item_flight)       /* handled by buffs mutator */
142 //spawnfunc(item_haste)        /* handled by buffs mutator */
143 //spawnfunc(item_health)       /* handled in t_quake.qc */
144 //spawnfunc(item_health_large) /* handled in t_items.qc */
145 //spawnfunc(item_health_small) /* handled in t_items.qc */
146 //spawnfunc(item_health_mega)  /* handled in t_items.qc */
147 //spawnfunc(item_invis)        /* handled by buffs mutator */
148 //spawnfunc(item_regen)        /* handled by buffs mutator */
149
150 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
151
152 .float notteam;
153 .float notsingle;
154 .float notfree;
155 .float notq3a;
156 .float notta;
157 .string gametype;
158 bool DoesQ3ARemoveThisEntity(entity this)
159 {
160         // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
161
162         if(this.notq3a)
163                 if(!teamplay || g_tdm || g_ctf)
164                         return true;
165
166         if(this.notta)
167                 if (!(!teamplay || g_tdm || g_ctf))
168                         return true;
169
170         if(this.notsingle)
171                 if(maxclients == 1)
172                         return true;
173
174         if(this.notteam)
175                 if(teamplay)
176                         return true;
177
178         if(this.notfree)
179                 if(!teamplay)
180                         return true;
181
182         if(this.gametype)
183         {
184                 string gametypename;
185                 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
186                 gametypename = "ffa";
187                 if(teamplay)
188                         gametypename = "team";
189                 if(g_ctf)
190                         gametypename = "ctf";
191                 if(maxclients == 1)
192                         gametypename = "single";
193                 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
194                 if(strstrofs(this.gametype, gametypename, 0) < 0)
195                         return true;
196         }
197
198         return false;
199 }