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Merge branch 'master' into Mario/entcs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_quake3.qc
1 #include "t_quake3.qh"
2
3 #include <common/weapons/_all.qh>
4
5 spawnfunc(weapon_crylink);
6 spawnfunc(weapon_electro);
7 spawnfunc(weapon_hagar);
8 spawnfunc(weapon_machinegun);
9 spawnfunc(weapon_vortex);
10
11 spawnfunc(target_items);
12
13 spawnfunc(item_bullets);
14 spawnfunc(item_cells);
15 spawnfunc(item_rockets);
16 spawnfunc(item_shells);
17
18 spawnfunc(item_jetpack);
19
20 spawnfunc(item_armor_big);
21 spawnfunc(item_armor_large);
22 spawnfunc(item_armor_small);
23
24 spawnfunc(item_health_medium);
25 spawnfunc(item_health_mega);
26
27 //***********************
28 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
29 //***********************
30
31 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
32
33 // SG -> SG
34 spawnfunc(ammo_shells)         { spawnfunc_item_shells(this);         }
35
36 // MG -> MG
37 spawnfunc(ammo_bullets)        { spawnfunc_item_bullets(this);        }
38
39 // GL -> Mortar
40 spawnfunc(ammo_grenades)       { spawnfunc_item_rockets(this);        }
41
42 // LG -> Lightning
43 spawnfunc(weapon_lightning)    { spawnfunc_weapon_electro(this);      }
44 spawnfunc(ammo_lightning)      { spawnfunc_item_cells(this);          }
45
46 // Plasma -> Hagar
47 spawnfunc(weapon_plasmagun)    { spawnfunc_weapon_hagar(this);        }
48 spawnfunc(ammo_cells)          { spawnfunc_item_rockets(this);        }
49
50 // Rail -> Vortex
51 spawnfunc(weapon_railgun)      { spawnfunc_weapon_vortex(this);          }
52 spawnfunc(ammo_slugs)          { spawnfunc_item_cells(this);          }
53
54 // BFG -> Crylink
55 spawnfunc(weapon_bfg)          { spawnfunc_weapon_crylink(this);      }
56 spawnfunc(ammo_bfg)            { spawnfunc_item_cells(this);          }
57
58 // RL -> RL
59 spawnfunc(ammo_rockets)        { spawnfunc_item_rockets(this);        }
60
61 // Armor
62 spawnfunc(item_armor_body)     { spawnfunc_item_armor_large(this);    }
63 spawnfunc(item_armor_combat)   { spawnfunc_item_armor_big(this);      }
64 spawnfunc(item_armor_shard)    { spawnfunc_item_armor_small(this);    }
65 spawnfunc(item_enviro)         { spawnfunc_item_invincible(this);     }
66
67 .float wait;
68 .float delay;
69
70 // weapon remove ent from df
71 void target_init_verify(entity this)
72 {
73         entity trigger, targ;
74         for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
75                 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
76                         if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
77                         {
78                                 trigger.wait = 0;
79                                 trigger.delay = 0;
80                                 targ.wait = 0;
81                                 targ.delay = 0;
82
83                                 //setsize(targ, trigger.mins, trigger.maxs);
84                                 //setorigin(targ, trigger.origin);
85                                 //remove(trigger);
86                         }
87 }
88
89 spawnfunc(target_init)
90 {
91         this.spawnflags = 0; // remove all weapons except the ones listed below
92         this.netname = "shotgun"; // keep these weapons through the remove trigger
93         spawnfunc_target_items(this);
94         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
95 }
96
97 // weapon give ent from defrag
98 void target_give_init(entity this)
99 {
100         entity targ;
101         for (targ = NULL; (targ = find(targ, targetname, this.target)); ) {
102                 if (targ.classname == "weapon_rocketlauncher" || targ.classname == "weapon_devastator") {
103                         this.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
104                         this.netname = "devastator";
105                 }
106                 else if (targ.classname == "weapon_plasmagun") {
107                         this.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
108                         if(this.netname == "")
109                                 this.netname = "hagar";
110                         else
111                                 this.netname = strcat(this.netname, " hagar");
112                 }
113                 else if (targ.classname == "weapon_bfg") {
114                         this.ammo_cells += targ.count * WEP_CVAR_PRI(crylink, ammo);
115                         if(this.netname == "")
116                                 this.netname = "crylink";
117                         else
118                                 this.netname = strcat(this.netname, " crylink");
119                 }
120                 else if (targ.classname == "weapon_grenadelauncher" || targ.classname == "weapon_mortar") {
121                         this.ammo_rockets += targ.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
122                         if(this.netname == "")
123                                 this.netname = "mortar";
124                         else
125                                 this.netname = strcat(this.netname, " mortar");
126                 }
127                 else if (targ.classname == "item_armor_body")
128                         this.armorvalue = 100;
129                 else if (targ.classname == "item_health_mega")
130                         this.health = 200;
131                 //remove(targ); // removing ents in init functions causes havoc, workaround:
132         setthink(targ, SUB_Remove);
133         targ.nextthink = time;
134         }
135         this.spawnflags = 2;
136         spawnfunc_target_items(this);
137         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
138 }
139
140 spawnfunc(target_give)
141 {
142         InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
143 }
144
145 //spawnfunc(item_flight)       /* handled by jetpack */
146 //spawnfunc(item_haste)        /* handled by buffs mutator */
147 //spawnfunc(item_health)       /* handled in t_quake.qc */
148 //spawnfunc(item_health_large) /* handled in t_items.qc */
149 //spawnfunc(item_health_small) /* handled in t_items.qc */
150 //spawnfunc(item_health_mega)  /* handled in t_items.qc */
151 //spawnfunc(item_invis)        /* handled by buffs mutator */
152 //spawnfunc(item_regen)        /* handled by buffs mutator */
153
154 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
155
156 spawnfunc(item_flight)
157 {
158         spawnfunc_item_jetpack(this);
159 }
160
161 .float notteam;
162 .float notsingle;
163 .float notfree;
164 .float notq3a;
165 .float notta;
166 .string gametype;
167 bool DoesQ3ARemoveThisEntity(entity this)
168 {
169         // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
170
171         if(this.notq3a)
172                 if(!teamplay || g_tdm || g_ctf)
173                         return true;
174
175         if(this.notta)
176                 if (!(!teamplay || g_tdm || g_ctf))
177                         return true;
178
179         if(this.notsingle)
180                 if(maxclients == 1)
181                         return true;
182
183         if(this.notteam)
184                 if(teamplay)
185                         return true;
186
187         if(this.notfree)
188                 if(!teamplay)
189                         return true;
190
191         if(this.gametype)
192         {
193                 string gametypename;
194                 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
195                 gametypename = "ffa";
196                 if(teamplay)
197                         gametypename = "team";
198                 if(g_ctf)
199                         gametypename = "ctf";
200                 if(maxclients == 1)
201                         gametypename = "single";
202                 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
203                 if(strstrofs(this.gametype, gametypename, 0) < 0)
204                         return true;
205         }
206
207         return false;
208 }