3 #include "../common/weapons/weapons.qc"
5 void spawnfunc_weapon_crylink();
6 void spawnfunc_weapon_electro();
7 void spawnfunc_weapon_hagar();
8 void spawnfunc_weapon_machinegun();
9 void spawnfunc_weapon_vortex();
11 void spawnfunc_target_items();
13 void spawnfunc_item_bullets();
14 void spawnfunc_item_cells();
15 void spawnfunc_item_rockets();
16 void spawnfunc_item_shells();
18 void spawnfunc_item_jetpack();
20 void spawnfunc_item_armor_big();
21 void spawnfunc_item_armor_large();
22 void spawnfunc_item_armor_small();
24 void spawnfunc_item_health_medium();
25 void spawnfunc_item_health_mega();
27 //***********************
28 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
29 //***********************
31 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
34 void spawnfunc_ammo_shells() { spawnfunc_item_shells(); }
37 void spawnfunc_ammo_bullets() { spawnfunc_item_bullets(); }
40 void spawnfunc_ammo_grenades() { spawnfunc_item_rockets(); }
43 void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); }
44 void spawnfunc_ammo_lightning() { spawnfunc_item_cells(); }
47 void spawnfunc_weapon_plasmagun() { spawnfunc_weapon_hagar(); }
48 void spawnfunc_ammo_cells() { spawnfunc_item_rockets(); }
51 void spawnfunc_weapon_railgun() { spawnfunc_weapon_vortex(); }
52 void spawnfunc_ammo_slugs() { spawnfunc_item_cells(); }
55 void spawnfunc_weapon_bfg() { spawnfunc_weapon_crylink(); }
56 void spawnfunc_ammo_bfg() { spawnfunc_item_cells(); }
59 void spawnfunc_ammo_rockets() { spawnfunc_item_rockets(); }
62 void spawnfunc_item_armor_body() { spawnfunc_item_armor_large(); }
63 void spawnfunc_item_armor_combat() { spawnfunc_item_armor_big(); }
64 void spawnfunc_item_armor_shard() { spawnfunc_item_armor_small(); }
65 void spawnfunc_item_enviro() { spawnfunc_item_invincible(); }
67 // weapon remove ent from df
68 void target_init_verify()
71 for(trigger = world; (trigger = find(trigger, classname, "trigger_multiple")); )
72 for(targ = world; (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 spawnfunc_target_init()
88 self.spawnflags = 0; // remove all weapons except the ones listed below
89 self.netname = "shotgun"; // keep these weapons through the remove trigger
90 spawnfunc_target_items();
91 InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
94 // weapon give ent from defrag
95 void target_give_init()
98 for (targ = world; (targ = find(targ, targetname, self.target)); ) {
99 if (targ.classname == "weapon_rocketlauncher" || targ.classname == "weapon_devastator") {
100 self.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
101 self.netname = "devastator";
103 else if (targ.classname == "weapon_plasmagun") {
104 self.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
105 if(self.netname == "")
106 self.netname = "hagar";
108 self.netname = strcat(self.netname, " hagar");
110 else if (targ.classname == "weapon_bfg") {
111 self.ammo_cells += targ.count * WEP_CVAR_PRI(crylink, ammo);
112 if(self.netname == "")
113 self.netname = "crylink";
115 self.netname = strcat(self.netname, " crylink");
117 else if (targ.classname == "weapon_grenadelauncher" || targ.classname == "weapon_mortar") {
118 self.ammo_rockets += targ.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
119 if(self.netname == "")
120 self.netname = "mortar";
122 self.netname = strcat(self.netname, " mortar");
124 else if (targ.classname == "item_armor_body")
125 self.armorvalue = 100;
126 else if (targ.classname == "item_health_mega")
128 //remove(targ); // removing ents in init functions causes havoc, workaround:
129 targ.think = SUB_Remove;
130 targ.nextthink = time;
133 spawnfunc_target_items();
134 InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
137 void spawnfunc_target_give()
139 InitializeEntity(self, target_give_init, INITPRIO_FINDTARGET);
142 //void spawnfunc_item_flight() /* handled by buffs mutator or jetpack */
143 //void spawnfunc_item_haste() /* handled by buffs mutator */
144 //void spawnfunc_item_health() /* handled in t_quake.qc */
145 //void spawnfunc_item_health_large() /* handled in t_items.qc */
146 //void spawnfunc_item_health_small() /* handled in t_items.qc */
147 //void spawnfunc_item_health_mega() /* handled in t_items.qc */
148 //void spawnfunc_item_invis() /* handled by buffs mutator */
149 //void spawnfunc_item_regen() /* handled by buffs mutator */
151 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
153 void spawnfunc_item_flight()
155 if(!cvar("g_buffs") || !cvar("g_buffs_flight"))
156 spawnfunc_item_jetpack();
158 buff_Init_Compat(self, BUFF_FLIGHT);
167 float DoesQ3ARemoveThisEntity()
169 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
172 if(!teamplay || g_tdm || g_ctf)
176 if (!(!teamplay || g_tdm || g_ctf))
194 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
195 gametypename = "ffa";
197 gametypename = "team";
199 gametypename = "ctf";
201 gametypename = "single";
202 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
203 if(strstrofs(self.gametype, gametypename, 0) < 0)