void Item_Initialize(entity item, string class_name)
{
- switch (class_name)
+ FOREACH(Weapons, it.m_canonical_spawnfunc == class_name,
{
- case "item_health_small":
- {
- spawnfunc_item_health_small(item);
- return;
- }
- case "item_health_medium":
- {
- spawnfunc_item_health_medium(item);
- return;
- }
- case "item_health_big":
- case "item_health_large":
- {
- spawnfunc_item_health_big(item);
- return;
- }
- case "item_health_mega":
- {
- spawnfunc_item_health_mega(item);
- return;
- }
- case "item_armor_small":
- {
- spawnfunc_item_armor_small(item);
- return;
- }
- case "item_armor_medium":
- {
- spawnfunc_item_armor_medium(item);
- return;
- }
- case "item_armor_big":
- case "item_armor_large":
- {
- spawnfunc_item_armor_big(item);
- return;
- }
- case "item_armor_mega":
- {
- spawnfunc_item_armor_mega(item);
- return;
- }
- case "item_shells":
- {
- spawnfunc_item_shells(item);
- return;
- }
- case "item_bullets":
- {
- spawnfunc_item_bullets(item);
- return;
- }
- case "item_rockets":
- {
- spawnfunc_item_rockets(item);
- return;
- }
- case "item_cells":
- {
- spawnfunc_item_cells(item);
- return;
- }
- case "item_plasma":
- {
- spawnfunc_item_plasma(item);
- return;
- }
- case "item_fuel":
- {
- spawnfunc_item_fuel(item);
- return;
- }
- case "weapon_blaster":
- case "weapon_laser":
- {
- spawnfunc_weapon_blaster(item);
- return;
- }
- case "weapon_shotgun":
- {
- spawnfunc_weapon_shotgun(item);
- return;
- }
- case "weapon_machinegun":
- case "weapon_uzi":
- {
- spawnfunc_weapon_machinegun(item);
- return;
- }
- case "weapon_mortar":
- case "weapon_grenadelauncher":
- {
- spawnfunc_weapon_mortar(item);
- return;
- }
- case "weapon_electro":
- {
- spawnfunc_weapon_electro(item);
- return;
- }
- case "weapon_crylink":
- {
- spawnfunc_weapon_crylink(item);
- return;
- }
- case "weapon_vortex":
- case "weapon_nex":
- {
- spawnfunc_weapon_vortex(item);
- return;
- }
- case "weapon_hagar":
- {
- spawnfunc_weapon_hagar(item);
- return;
- }
- case "weapon_devastator":
- case "weapon_rocketlauncher":
- {
- spawnfunc_weapon_devastator(item);
- return;
- }
- case "weapon_shockwave":
- {
- spawnfunc_weapon_shockwave(item);
- return;
- }
- case "weapon_arc":
- {
- spawnfunc_weapon_arc(item);
- return;
- }
- case "weapon_hook":
- {
- spawnfunc_weapon_hook(item);
- return;
- }
- case "weapon_tuba":
- {
- spawnfunc_weapon_tuba(item);
- return;
- }
- case "weapon_porto":
- {
- spawnfunc_weapon_porto(item);
- return;
- }
- case "weapon_fireball":
- {
- spawnfunc_weapon_fireball(item);
- return;
- }
- case "weapon_minelayer":
- {
- spawnfunc_weapon_minelayer(item);
- return;
- }
- case "weapon_hlac":
- {
- spawnfunc_weapon_hlac(item);
- return;
- }
- case "weapon_rifle":
- case "weapon_campingrifle":
- case "weapon_sniperrifle":
- {
- spawnfunc_weapon_rifle(item);
- return;
- }
- case "weapon_seeker":
- {
- spawnfunc_weapon_seeker(item);
- return;
- }
- case "weapon_vaporizer":
- case "weapon_minstanex":
- {
- spawnfunc_weapon_vaporizer(item);
- return;
- }
- case "weapon_hmg":
- {
- spawnfunc_weapon_hmg(item);
- return;
- }
- case "weapon_rpc":
- {
- spawnfunc_weapon_rpc(item);
- return;
- }
- case "item_strength":
- {
- spawnfunc_item_strength(item);
- return;
- }
- case "item_invincible":
- {
- spawnfunc_item_invincible(item);
- return;
- }
- case "item_fuel_regen":
- {
- spawnfunc_item_fuel_regen(item);
- return;
- }
- case "item_jetpack":
- {
- spawnfunc_item_jetpack(item);
- return;
- }
- case "item_vaporizer_cells":
- {
- spawnfunc_item_vaporizer_cells(item);
- return;
- }
- case "item_invisibility":
- {
- instagib_invisibility(item);
- return;
- }
- case "item_extralife":
- {
- instagib_extralife(item);
- return;
- }
- case "item_speed":
- {
- instagib_speed(item);
- return;
- }
- }
- error("Item_Initialize: Invalid classname ", class_name);
+ weapon_defaultspawnfunc(item, it);
+ return;
+ });
+ FOREACH(Items, it.m_canonical_spawnfunc == class_name,
+ {
+ StartItem(item, it);
+ return;
+ });
+ LOG_FATALF("Item_Initialize: Invalid classname: %s", class_name);
}
entity Item_CreateLoot(string class_name, vector position, vector vel,
item.m_isloot = loot;
}
-spawnfunc(item_health_small)
-{
- StartItem(this, ITEM_HealthSmall);
-}
-
-spawnfunc(item_health_medium)
-{
- StartItem(this, ITEM_HealthMedium);
-}
-
-spawnfunc(item_health_big)
-{
- StartItem(this, ITEM_HealthBig);
-}
-
-spawnfunc(item_health_mega)
-{
- StartItem(this, ITEM_HealthMega);
-}
-
-spawnfunc(item_armor_small)
-{
- StartItem(this, ITEM_ArmorSmall);
-}
-
-spawnfunc(item_armor_medium)
-{
- StartItem(this, ITEM_ArmorMedium);
-}
-
-spawnfunc(item_armor_big)
-{
- StartItem(this, ITEM_ArmorBig);
-}
-
-spawnfunc(item_armor_mega)
-{
- StartItem(this, ITEM_ArmorMega);
-}
-
-spawnfunc(item_shells)
-{
- if (!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
- (this.classname != "droppedweapon"))
- {
- weaponswapping = true;
- spawnfunc_item_bullets(this);
- weaponswapping = false;
- return;
- }
- StartItem(this, ITEM_Shells);
-}
-
-spawnfunc(item_bullets)
-{
- if (!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
- (this.classname != "droppedweapon"))
- {
- weaponswapping = true;
- spawnfunc_item_shells(this);
- weaponswapping = false;
- return;
- }
- StartItem(this, ITEM_Bullets);
-}
-
-spawnfunc(item_rockets)
-{
- StartItem(this, ITEM_Rockets);
-}
-
-spawnfunc(item_cells)
-{
- StartItem(this, ITEM_Cells);
-}
-
-spawnfunc(item_plasma)
-{
- StartItem(this, ITEM_Plasma);
-}
-
-spawnfunc(item_fuel)
-{
- StartItem(this, ITEM_JetpackFuel);
-}
-
-spawnfunc(item_strength)
-{
- StartItem(this, ITEM_Strength);
-}
-
-spawnfunc(item_invincible)
-{
- StartItem(this, ITEM_Shield);
-}
-
-spawnfunc(item_fuel_regen)
-{
- if (start_items & ITEM_JetpackRegen.m_itemid)
- {
- spawnfunc_item_fuel(this);
- return;
- }
- StartItem(this, ITEM_JetpackRegen);
-}
-
-spawnfunc(item_jetpack)
-{
- if(start_items & ITEM_Jetpack.m_itemid)
- {
- spawnfunc_item_fuel(this);
- return;
- }
- StartItem(this, ITEM_Jetpack);
-}
-
// Compatibility spawn functions
-spawnfunc(item_armor1)
-{
- this.classname = "item_armor_small";
- spawnfunc_item_armor_small(this); // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-}
+// FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+SPAWNFUNC_ITEM(item_armor1, ITEM_ArmorSmall)
-spawnfunc(item_armor25)
-{
- this.classname = "item_armor_mega";
- spawnfunc_item_armor_mega(this);
-}
+SPAWNFUNC_ITEM(item_armor25, ITEM_ArmorMega)
-spawnfunc(item_armor_large)
-{
- this.classname = "item_armor_mega";
- spawnfunc_item_armor_mega(this);
-}
+SPAWNFUNC_ITEM(item_armor_large, ITEM_ArmorMega)
-spawnfunc(item_health1)
-{
- this.classname = "item_health_small";
- spawnfunc_item_health_small(this);
-}
+SPAWNFUNC_ITEM(item_health1, ITEM_HealthSmall)
-spawnfunc(item_health25)
-{
- this.classname = "item_health_medium";
- spawnfunc_item_health_medium(this);
-}
+SPAWNFUNC_ITEM(item_health25, ITEM_HealthMedium)
-spawnfunc(item_health_large)
-{
- this.classname = "item_health_big";
- spawnfunc_item_health_big(this);
-}
+SPAWNFUNC_ITEM(item_health_large, ITEM_HealthBig)
-spawnfunc(item_health100)
-{
- this.classname = "item_health_mega";
- spawnfunc_item_health_mega(this);
-}
+SPAWNFUNC_ITEM(item_health100, ITEM_HealthMega)
+
+SPAWNFUNC_ITEM(item_quad, ITEM_Strength)