From eb9fdf8082d6bae222a64376a4a1bb55bcb1b3a3 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Tue, 24 Aug 2010 09:35:06 +0200 Subject: [PATCH] one step towards making the rifle the "standard sniper gun" instead of the Nex: on Q3 maps, turn Railgun into Rifle instead of into Nex (at least for now) --- qcsrc/server/t_quake3.qc | 64 ++++++++++++++++++++-------------------- 1 file changed, 32 insertions(+), 32 deletions(-) diff --git a/qcsrc/server/t_quake3.qc b/qcsrc/server/t_quake3.qc index 52214c2a6d..cffe88bd7f 100644 --- a/qcsrc/server/t_quake3.qc +++ b/qcsrc/server/t_quake3.qc @@ -5,42 +5,42 @@ // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG // SG -> SG -void spawnfunc_ammo_shells() { spawnfunc_item_shells(); } - -// MG -> MG -void spawnfunc_weapon_machinegun() { spawnfunc_weapon_uzi(); } -void spawnfunc_ammo_bullets() { spawnfunc_item_bullets(); } - -// GL -> Mortar -void spawnfunc_ammo_grenades() { spawnfunc_item_rockets(); } - -// LG -> Electro -void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); } -void spawnfunc_ammo_lightning() { spawnfunc_item_cells(); } - -// Plasma -> Hagar -void spawnfunc_weapon_plasmagun() { spawnfunc_weapon_hagar(); } -void spawnfunc_ammo_cells() { spawnfunc_item_rockets(); } - -// Rail -> Nex -void spawnfunc_weapon_railgun() { spawnfunc_weapon_nex(); } -void spawnfunc_ammo_slugs() { spawnfunc_item_cells(); } - -// BFG -> Crylink -void spawnfunc_weapon_bfg() { spawnfunc_weapon_crylink(); } -void spawnfunc_ammo_bfg() { spawnfunc_item_cells(); } +void spawnfunc_ammo_shells() { spawnfunc_item_shells(); } + +// MG -> MG +void spawnfunc_weapon_machinegun() { spawnfunc_weapon_uzi(); } +void spawnfunc_ammo_bullets() { spawnfunc_item_bullets(); } + +// GL -> Mortar +void spawnfunc_ammo_grenades() { spawnfunc_item_rockets(); } + +// LG -> Electro +void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); } +void spawnfunc_ammo_lightning() { spawnfunc_item_cells(); } + +// Plasma -> Hagar +void spawnfunc_weapon_plasmagun() { spawnfunc_weapon_hagar(); } +void spawnfunc_ammo_cells() { spawnfunc_item_rockets(); } + +// Rail -> Rifle +void spawnfunc_weapon_railgun() { spawnfunc_weapon_campingrifle(); } +void spawnfunc_ammo_slugs() { spawnfunc_item_bullets(); } + +// BFG -> Crylink +void spawnfunc_weapon_bfg() { spawnfunc_weapon_crylink(); } +void spawnfunc_ammo_bfg() { spawnfunc_item_cells(); } // RL -> RL -void spawnfunc_ammo_rockets() { spawnfunc_item_rockets(); } - -// Armor -void spawnfunc_item_armor_body() { spawnfunc_item_armor_large(); } -void spawnfunc_item_armor_combat() { spawnfunc_item_armor_big(); } -void spawnfunc_item_armor_shard() { spawnfunc_item_armor_small(); } -void spawnfunc_item_enviro() { spawnfunc_item_invincible(); } +void spawnfunc_ammo_rockets() { spawnfunc_item_rockets(); } + +// Armor +void spawnfunc_item_armor_body() { spawnfunc_item_armor_large(); } +void spawnfunc_item_armor_combat() { spawnfunc_item_armor_big(); } +void spawnfunc_item_armor_shard() { spawnfunc_item_armor_small(); } +void spawnfunc_item_enviro() { spawnfunc_item_invincible(); } // weapon remove ent from defrag -void spawnfunc_target_init() +void spawnfunc_target_init() { self.spawnflags = 0; // remove all weapons except the ones listed below self.netname = "laser uzi"; // keep these weapons through the remove trigger -- 2.39.2