#include "t_quake3.qh" #include 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_large); 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_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(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; }