3 #include "../common/weapons/weapons.qh"
4 #include "../common/buffs.qh"
6 void spawnfunc_weapon_crylink();
7 void spawnfunc_weapon_electro();
8 void spawnfunc_weapon_hagar();
9 void spawnfunc_weapon_machinegun();
10 void spawnfunc_weapon_vortex();
12 void spawnfunc_target_items();
14 void spawnfunc_item_bullets();
15 void spawnfunc_item_cells();
16 void spawnfunc_item_rockets();
17 void spawnfunc_item_shells();
19 void spawnfunc_item_jetpack();
21 void spawnfunc_item_armor_big();
22 void spawnfunc_item_armor_large();
23 void spawnfunc_item_armor_small();
25 void spawnfunc_item_health_medium();
26 void spawnfunc_item_health_mega();
28 //***********************
29 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
30 //***********************
32 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
35 void spawnfunc_ammo_shells() { spawnfunc_item_shells(); }
38 void spawnfunc_ammo_bullets() { spawnfunc_item_bullets(); }
41 void spawnfunc_ammo_grenades() { spawnfunc_item_rockets(); }
44 void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); }
45 void spawnfunc_ammo_lightning() { spawnfunc_item_cells(); }
48 void spawnfunc_weapon_plasmagun() { spawnfunc_weapon_hagar(); }
49 void spawnfunc_ammo_cells() { spawnfunc_item_rockets(); }
52 void spawnfunc_weapon_railgun() { spawnfunc_weapon_vortex(); }
53 void spawnfunc_ammo_slugs() { spawnfunc_item_cells(); }
56 void spawnfunc_weapon_bfg() { spawnfunc_weapon_crylink(); }
57 void spawnfunc_ammo_bfg() { spawnfunc_item_cells(); }
60 void spawnfunc_ammo_rockets() { spawnfunc_item_rockets(); }
63 void spawnfunc_item_armor_body() { spawnfunc_item_armor_large(); }
64 void spawnfunc_item_armor_combat() { spawnfunc_item_armor_big(); }
65 void spawnfunc_item_armor_shard() { spawnfunc_item_armor_small(); }
66 void spawnfunc_item_enviro() { spawnfunc_item_invincible(); }
68 // weapon remove ent from df
69 void target_init_verify()
72 for(trigger = world; (trigger = find(trigger, classname, "trigger_multiple")); )
73 for(targ = world; (targ = find(targ, targetname, trigger.target)); )
74 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
81 //setsize(targ, trigger.mins, trigger.maxs);
82 //setorigin(targ, trigger.origin);
87 void spawnfunc_target_init()
89 self.spawnflags = 0; // remove all weapons except the ones listed below
90 self.netname = "shotgun"; // keep these weapons through the remove trigger
91 spawnfunc_target_items();
92 InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
95 // weapon give ent from defrag
96 void target_give_init()
99 for (targ = world; (targ = find(targ, targetname, self.target)); ) {
100 if (targ.classname == "weapon_rocketlauncher" || targ.classname == "weapon_devastator") {
101 self.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
102 self.netname = "devastator";
104 else if (targ.classname == "weapon_plasmagun") {
105 self.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
106 if(self.netname == "")
107 self.netname = "hagar";
109 self.netname = strcat(self.netname, " hagar");
111 else if (targ.classname == "weapon_bfg") {
112 self.ammo_cells += targ.count * WEP_CVAR_PRI(crylink, ammo);
113 if(self.netname == "")
114 self.netname = "crylink";
116 self.netname = strcat(self.netname, " crylink");
118 else if (targ.classname == "weapon_grenadelauncher" || targ.classname == "weapon_mortar") {
119 self.ammo_rockets += targ.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
120 if(self.netname == "")
121 self.netname = "mortar";
123 self.netname = strcat(self.netname, " mortar");
125 else if (targ.classname == "item_armor_body")
126 self.armorvalue = 100;
127 else if (targ.classname == "item_health_mega")
129 //remove(targ); // removing ents in init functions causes havoc, workaround:
130 targ.think = SUB_Remove;
131 targ.nextthink = time;
134 spawnfunc_target_items();
135 InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
138 void spawnfunc_target_give()
140 InitializeEntity(self, target_give_init, INITPRIO_FINDTARGET);
143 //void spawnfunc_item_flight() /* handled by buffs mutator or jetpack */
144 //void spawnfunc_item_haste() /* handled by buffs mutator */
145 //void spawnfunc_item_health() /* handled in t_quake.qc */
146 //void spawnfunc_item_health_large() /* handled in t_items.qc */
147 //void spawnfunc_item_health_small() /* handled in t_items.qc */
148 //void spawnfunc_item_health_mega() /* handled in t_items.qc */
149 //void spawnfunc_item_invis() /* handled by buffs mutator */
150 //void spawnfunc_item_regen() /* handled by buffs mutator */
152 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
154 void spawnfunc_item_flight()
156 if(!cvar("g_buffs") || !cvar("g_buffs_flight"))
157 spawnfunc_item_jetpack();
159 buff_Init_Compat(self, BUFF_FLIGHT);
168 float DoesQ3ARemoveThisEntity()
170 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
173 if(!teamplay || g_tdm || g_ctf)
177 if (!(!teamplay || g_tdm || g_ctf))
195 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
196 gametypename = "ffa";
198 gametypename = "team";
200 gametypename = "ctf";
202 gametypename = "single";
203 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
204 if(strstrofs(self.gametype, gametypename, 0) < 0)