Move quake, halflife and q3 files into a compat subdirectory (wop support coming...
authorMario <mario@smbclan.net>
Sun, 25 Dec 2016 11:42:20 +0000 (21:42 +1000)
committerMario <mario@smbclan.net>
Sun, 25 Dec 2016 11:42:20 +0000 (21:42 +1000)
17 files changed:
qcsrc/server/_all.inc
qcsrc/server/_mod.inc
qcsrc/server/_mod.qh
qcsrc/server/compat/_mod.inc [new file with mode: 0644]
qcsrc/server/compat/_mod.qh [new file with mode: 0644]
qcsrc/server/compat/halflife.qc [new file with mode: 0644]
qcsrc/server/compat/halflife.qh [new file with mode: 0644]
qcsrc/server/compat/quake.qc [new file with mode: 0644]
qcsrc/server/compat/quake.qh [new file with mode: 0644]
qcsrc/server/compat/quake3.qc [new file with mode: 0644]
qcsrc/server/compat/quake3.qh [new file with mode: 0644]
qcsrc/server/t_halflife.qc [deleted file]
qcsrc/server/t_halflife.qh [deleted file]
qcsrc/server/t_quake.qc [deleted file]
qcsrc/server/t_quake.qh [deleted file]
qcsrc/server/t_quake3.qc [deleted file]
qcsrc/server/t_quake3.qh [deleted file]

index 3359f13..95bf715 100644 (file)
@@ -3,6 +3,7 @@
 
 #include "bot/_mod.inc"
 #include "command/_mod.inc"
+#include "compat/_mod.inc"
 #include "mutators/_mod.inc"
 #include "pathlib/_mod.inc"
 #include "weapons/_mod.inc"
index 4ecc610..eb74529 100644 (file)
@@ -30,6 +30,3 @@
 #endif
 #include <server/teamplay.qc>
 #include <server/tests.qc>
-#include <server/t_halflife.qc>
-#include <server/t_quake.qc>
-#include <server/t_quake3.qc>
index 8162606..a0d160d 100644 (file)
@@ -30,6 +30,3 @@
 #endif
 #include <server/teamplay.qh>
 #include <server/tests.qh>
-#include <server/t_halflife.qh>
-#include <server/t_quake.qh>
-#include <server/t_quake3.qh>
diff --git a/qcsrc/server/compat/_mod.inc b/qcsrc/server/compat/_mod.inc
new file mode 100644 (file)
index 0000000..c8c941a
--- /dev/null
@@ -0,0 +1,4 @@
+// generated file; do not modify
+#include <server/compat/halflife.qc>
+#include <server/compat/quake.qc>
+#include <server/compat/quake3.qc>
diff --git a/qcsrc/server/compat/_mod.qh b/qcsrc/server/compat/_mod.qh
new file mode 100644 (file)
index 0000000..5c9b591
--- /dev/null
@@ -0,0 +1,4 @@
+// generated file; do not modify
+#include <server/compat/halflife.qh>
+#include <server/compat/quake.qh>
+#include <server/compat/quake3.qh>
diff --git a/qcsrc/server/compat/halflife.qc b/qcsrc/server/compat/halflife.qc
new file mode 100644 (file)
index 0000000..74e5013
--- /dev/null
@@ -0,0 +1,35 @@
+#include "halflife.qh"
+.float  roomtype;
+.float  radius;
+.float  pitch;
+.float  renderamt;
+.float  rendermode;
+.vector rendercolor;
+
+spawnfunc(weapon_crossbow) {}
+spawnfunc(weapon_handgrenade) {}
+spawnfunc(ammo_crossbow) {}
+spawnfunc(ammo_9mmclip) {}
+spawnfunc(ammo_gaussclip) {}
+spawnfunc(weapon_rpg) {}
+spawnfunc(weapon_357) {}
+void ammo_ARgrenades() {}
+spawnfunc(item_battery) {}
+spawnfunc(ammo_rpgclip) {}
+void weapon_9mmAR() {}
+spawnfunc(weapon_tripmine) {}
+spawnfunc(weapon_snark) {}
+spawnfunc(ammo_buckshot) {}
+void ammo_9mmAR() {}
+spawnfunc(ammo_357) {}
+spawnfunc(weapon_gauss) {}
+spawnfunc(weapon_hornetgun) {}
+//spawnfunc(weapon_shotgun) {}
+spawnfunc(item_healthkit) {}
+spawnfunc(item_longjump) {}
+spawnfunc(item_antidote) {}
+spawnfunc(func_recharge) {}
+spawnfunc(info_node) {}
+spawnfunc(env_sound) {}
+spawnfunc(light_spot) {}
+spawnfunc(func_healthcharger) {}
diff --git a/qcsrc/server/compat/halflife.qh b/qcsrc/server/compat/halflife.qh
new file mode 100644 (file)
index 0000000..6f70f09
--- /dev/null
@@ -0,0 +1 @@
+#pragma once
diff --git a/qcsrc/server/compat/quake.qc b/qcsrc/server/compat/quake.qc
new file mode 100644 (file)
index 0000000..539042d
--- /dev/null
@@ -0,0 +1,30 @@
+#include "quake.qh"
+
+#include <common/weapons/_all.qh>
+
+spawnfunc(weapon_electro);
+spawnfunc(weapon_hagar);
+spawnfunc(weapon_machinegun);
+spawnfunc(item_bullets);
+spawnfunc(item_armor_mega);
+spawnfunc(item_health_mega);
+spawnfunc(item_health_medium);
+
+//***********************
+//QUAKE 1 ENTITIES - So people can play quake1 maps with the xonotic weapons
+//***********************
+spawnfunc(weapon_nailgun) {spawnfunc_weapon_electro(this);}
+spawnfunc(weapon_supernailgun) {spawnfunc_weapon_hagar(this);}
+spawnfunc(weapon_supershotgun) {spawnfunc_weapon_machinegun(this);}
+
+spawnfunc(item_spikes) {spawnfunc_item_bullets(this);}
+//spawnfunc(item_armor1) {spawnfunc_item_armor_medium(this);}  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+spawnfunc(item_armor2) {spawnfunc_item_armor_mega(this);}
+spawnfunc(item_armorInv) {spawnfunc_item_armor_mega(this);} // TODO: make sure we actually want this
+spawnfunc(item_health) {if (this.spawnflags & 2) spawnfunc_item_health_mega(this);else spawnfunc_item_health_medium(this);}
+
+//spawnfunc_item_spikes
+//spawnfunc_item_health
+
+
+
diff --git a/qcsrc/server/compat/quake.qh b/qcsrc/server/compat/quake.qh
new file mode 100644 (file)
index 0000000..6f70f09
--- /dev/null
@@ -0,0 +1 @@
+#pragma once
diff --git a/qcsrc/server/compat/quake3.qc b/qcsrc/server/compat/quake3.qc
new file mode 100644 (file)
index 0000000..1c53de3
--- /dev/null
@@ -0,0 +1,208 @@
+#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;
+}
diff --git a/qcsrc/server/compat/quake3.qh b/qcsrc/server/compat/quake3.qh
new file mode 100644 (file)
index 0000000..6f70f09
--- /dev/null
@@ -0,0 +1 @@
+#pragma once
diff --git a/qcsrc/server/t_halflife.qc b/qcsrc/server/t_halflife.qc
deleted file mode 100644 (file)
index 7719542..0000000
+++ /dev/null
@@ -1,35 +0,0 @@
-#include "t_halflife.qh"
-.float  roomtype;
-.float  radius;
-.float  pitch;
-.float  renderamt;
-.float  rendermode;
-.vector rendercolor;
-
-spawnfunc(weapon_crossbow) {}
-spawnfunc(weapon_handgrenade) {}
-spawnfunc(ammo_crossbow) {}
-spawnfunc(ammo_9mmclip) {}
-spawnfunc(ammo_gaussclip) {}
-spawnfunc(weapon_rpg) {}
-spawnfunc(weapon_357) {}
-void ammo_ARgrenades() {}
-spawnfunc(item_battery) {}
-spawnfunc(ammo_rpgclip) {}
-void weapon_9mmAR() {}
-spawnfunc(weapon_tripmine) {}
-spawnfunc(weapon_snark) {}
-spawnfunc(ammo_buckshot) {}
-void ammo_9mmAR() {}
-spawnfunc(ammo_357) {}
-spawnfunc(weapon_gauss) {}
-spawnfunc(weapon_hornetgun) {}
-//spawnfunc(weapon_shotgun) {}
-spawnfunc(item_healthkit) {}
-spawnfunc(item_longjump) {}
-spawnfunc(item_antidote) {}
-spawnfunc(func_recharge) {}
-spawnfunc(info_node) {}
-spawnfunc(env_sound) {}
-spawnfunc(light_spot) {}
-spawnfunc(func_healthcharger) {}
diff --git a/qcsrc/server/t_halflife.qh b/qcsrc/server/t_halflife.qh
deleted file mode 100644 (file)
index 6f70f09..0000000
+++ /dev/null
@@ -1 +0,0 @@
-#pragma once
diff --git a/qcsrc/server/t_quake.qc b/qcsrc/server/t_quake.qc
deleted file mode 100644 (file)
index 7a277df..0000000
+++ /dev/null
@@ -1,30 +0,0 @@
-#include "t_quake.qh"
-
-#include <common/weapons/_all.qh>
-
-spawnfunc(weapon_electro);
-spawnfunc(weapon_hagar);
-spawnfunc(weapon_machinegun);
-spawnfunc(item_bullets);
-spawnfunc(item_armor_mega);
-spawnfunc(item_health_mega);
-spawnfunc(item_health_medium);
-
-//***********************
-//QUAKE 1 ENTITIES - So people can play quake1 maps with the xonotic weapons
-//***********************
-spawnfunc(weapon_nailgun) {spawnfunc_weapon_electro(this);}
-spawnfunc(weapon_supernailgun) {spawnfunc_weapon_hagar(this);}
-spawnfunc(weapon_supershotgun) {spawnfunc_weapon_machinegun(this);}
-
-spawnfunc(item_spikes) {spawnfunc_item_bullets(this);}
-//spawnfunc(item_armor1) {spawnfunc_item_armor_medium(this);}  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-spawnfunc(item_armor2) {spawnfunc_item_armor_mega(this);}
-spawnfunc(item_armorInv) {spawnfunc_item_armor_mega(this);} // TODO: make sure we actually want this
-spawnfunc(item_health) {if (this.spawnflags & 2) spawnfunc_item_health_mega(this);else spawnfunc_item_health_medium(this);}
-
-//spawnfunc_item_spikes
-//spawnfunc_item_health
-
-
-
diff --git a/qcsrc/server/t_quake.qh b/qcsrc/server/t_quake.qh
deleted file mode 100644 (file)
index 6f70f09..0000000
+++ /dev/null
@@ -1 +0,0 @@
-#pragma once
diff --git a/qcsrc/server/t_quake3.qc b/qcsrc/server/t_quake3.qc
deleted file mode 100644 (file)
index 85ec325..0000000
+++ /dev/null
@@ -1,208 +0,0 @@
-#include "t_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;
-}
diff --git a/qcsrc/server/t_quake3.qh b/qcsrc/server/t_quake3.qh
deleted file mode 100644 (file)
index 6f70f09..0000000
+++ /dev/null
@@ -1 +0,0 @@
-#pragma once