3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <server/items.qh>
6 #include <server/resources.qh>
7 #include <common/weapons/_all.qh>
9 spawnfunc(target_items);
11 //***********************
12 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
13 //***********************
15 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
18 SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
21 SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
24 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
27 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
28 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
31 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
32 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
35 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
36 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
39 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
40 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
43 SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
44 SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
46 // grappling hook -> hook
47 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
50 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
53 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
54 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
55 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
56 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
58 // medkit -> armor (we have no holdables)
59 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
61 // doubler -> strength
62 SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
67 // weapon remove ent from df
68 void target_init_verify(entity this)
71 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
72 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
73 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
80 //setsize(targ, trigger.mins, trigger.maxs);
81 //setorigin(targ, trigger.origin);
86 void target_init_use(entity this, entity actor, entity trigger)
88 if (!(this.spawnflags & 1))
90 SetResourceAmount(actor, RESOURCE_ARMOR, start_armorvalue);
91 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
94 if (!(this.spawnflags & 2))
96 SetResourceAmount(actor, RESOURCE_HEALTH, start_health);
97 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
98 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
101 if (!(this.spawnflags & 4))
103 SetResourceAmount(actor, RESOURCE_SHELLS, start_ammo_shells);
104 SetResourceAmount(actor, RESOURCE_BULLETS, start_ammo_nails);
105 SetResourceAmount(actor, RESOURCE_ROCKETS, start_ammo_rockets);
106 SetResourceAmount(actor, RESOURCE_CELLS, start_ammo_cells);
107 SetResourceAmount(actor, RESOURCE_PLASMA, start_ammo_plasma);
108 SetResourceAmount(actor, RESOURCE_FUEL, start_ammo_fuel);
110 actor.weapons = start_weapons;
111 if (this.spawnflags & 32)
117 if (!(this.spawnflags & 8))
119 actor.strength_finished = 0;
120 actor.invincible_finished = 0;
121 STAT(BUFFS, actor) = 0;
124 if (!(this.spawnflags & 16))
126 // We don't have holdables.
129 SUB_UseTargets(this, actor, trigger);
132 spawnfunc(target_init)
134 this.use = target_init_use;
135 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
138 // weapon give ent from defrag
139 void target_give_init(entity this)
141 IL_EACH(g_items, it.targetname == this.target,
143 if (it.classname == "weapon_devastator") {
144 this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
145 this.netname = cons(this.netname, "devastator");
147 else if (it.classname == "weapon_vortex") {
148 this.ammo_cells += it.count * WEP_CVAR_PRI(vortex, ammo); // WEAPONTODO
149 this.netname = cons(this.netname, "vortex");
151 else if (it.classname == "weapon_electro") {
152 this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
153 this.netname = cons(this.netname, "electro");
155 else if (it.classname == "weapon_hagar") {
156 this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
157 this.netname = cons(this.netname, "hagar");
159 else if (it.classname == "weapon_crylink") {
160 this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
161 this.netname = cons(this.netname, "crylink");
163 else if (it.classname == "weapon_mortar") {
164 this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
165 this.netname = cons(this.netname, "mortar");
167 else if (it.classname == "item_armor_mega")
168 this.armorvalue = 100;
169 else if (it.classname == "item_health_mega")
171 //remove(it); // removing ents in init functions causes havoc, workaround:
172 setthink(it, SUB_Remove);
176 this.spawnfunc_checked = true;
177 spawnfunc_target_items(this);
178 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
181 spawnfunc(target_give)
183 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
186 //spawnfunc(item_flight) /* handled by buffs mutator */
187 //spawnfunc(item_haste) /* handled by buffs mutator */
188 //spawnfunc(item_health) /* handled in t_quake.qc */
189 //spawnfunc(item_health_large) /* handled in t_items.qc */
190 //spawnfunc(item_health_small) /* handled in t_items.qc */
191 //spawnfunc(item_health_mega) /* handled in t_items.qc */
192 //spawnfunc(item_invis) /* handled by buffs mutator */
193 //spawnfunc(item_regen) /* handled by buffs mutator */
195 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
203 bool DoesQ3ARemoveThisEntity(entity this)
205 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
208 if(!teamplay || g_tdm || g_ctf)
212 if (!(!teamplay || g_tdm || g_ctf))
230 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
231 gametypename = "ffa";
233 gametypename = "team";
235 gametypename = "ctf";
237 gametypename = "single";
238 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
239 if(strstrofs(this.gametype, gametypename, 0) < 0)