#include <server/resources.qh>
#include <common/t_items.qh>
#include <common/mapobjects/triggers.qh>
+#include <common/mapobjects/trigger/counter.qh>
+#include <common/mutators/mutator/buffs/buffs.qh>
+#include <common/notifications/all.qh>
#include <common/weapons/_all.qh>
-//***********************
-//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_ITEM(ammo_shells, ITEM_Shells)
-
-// MG -> MG
-SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
+/***********************
+ * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
+ ***********************
+
+ * Map entities NOT handled in this file:
+ holdable_invulnerability Q3TA currently unsupported
+ holdable_kamikaze Q3TA currently unsupported
+ item_ammoregen Q3TA handled by buffs mutator
+ item_doubler Q3TA handled by buffs mutator
+ item_guard Q3TA handled by buffs mutator
+ item_scout Q3TA handled by buffs mutator
+ item_armor_jacket CPMA handled in quake2.qc
+ item_flight Q3A handled by buffs mutator
+ item_haste Q3A handled by buffs mutator
+ item_health Q3A handled in quake.qc
+ item_health_large Q3A handled in items.qc
+ item_health_small Q3A handled in health.qh
+ item_health_mega Q3A handled in health.qh
+ item_invis Q3A handled by buffs mutator
+ item_quad Q3A handled in items.qc
+ item_regen Q3A handled by buffs mutator
+ CTF spawnfuncs handled in sv_ctf.qc
+
+ NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
+*/
+
+// SG -> MG || SG
+SPAWNFUNC_ITEM_COND(ammo_shells, q3compat & BIT(0), ITEM_Bullets, ITEM_Shells)
+SPAWNFUNC_WEAPON_COND(weapon_shotgun, q3compat & BIT(0), WEP_MACHINEGUN, WEP_SHOTGUN)
+
+// MG -> SG || MG
+SPAWNFUNC_ITEM_COND(ammo_bullets, q3compat & BIT(0), ITEM_Shells, ITEM_Bullets)
// GL -> Mortar
SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
-// Mines -> Rockets
+// Team Arena Proximity Launcher -> Mine Layer
SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
-// LG -> Lightning
+// Team Arena Chaingun -> HLAC
+SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
+SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
+
+// Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
+SPAWNFUNC_WEAPON_COND(weapon_nailgun, q3compat & BIT(0), WEP_CRYLINK, WEP_ELECTRO)
+SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
+
+// LG -> Electro
SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
-// BFG -> Crylink
-SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
-SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
+// BFG -> Crylink || Fireball
+SPAWNFUNC_WEAPON_COND(weapon_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
+SPAWNFUNC_ITEM_COND(ammo_bfg, cvar_string("g_mod_balance") == "XDF", ITEM_Cells, ITEM_Rockets)
// grappling hook -> hook
SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
// medkit -> armor (we have no holdables)
-SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
-
-// doubler -> strength
-SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
+SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
.float wait;
.float delay;
{
if (!(this.spawnflags & 1))
{
- SetResourceAmount(actor, RESOURCE_ARMOR, start_armorvalue);
+ SetResource(actor, RES_ARMOR, start_armorvalue);
actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
}
if (!(this.spawnflags & 2))
{
- SetResourceAmount(actor, RESOURCE_HEALTH, start_health);
+ SetResource(actor, RES_HEALTH, start_health);
actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
}
if (!(this.spawnflags & 4))
{
- SetResourceAmount(actor, RESOURCE_SHELLS, start_ammo_shells);
- SetResourceAmount(actor, RESOURCE_BULLETS, start_ammo_nails);
- SetResourceAmount(actor, RESOURCE_ROCKETS, start_ammo_rockets);
- SetResourceAmount(actor, RESOURCE_CELLS, start_ammo_cells);
- SetResourceAmount(actor, RESOURCE_PLASMA, start_ammo_plasma);
- SetResourceAmount(actor, RESOURCE_FUEL, start_ammo_fuel);
-
- STAT(WEAPONS, actor) = start_weapons;
- if (this.spawnflags & 32)
+ if(this.spawnflags & 32) // spawn with only melee
+ {
+ SetResource(actor, RES_SHELLS, 0);
+ SetResource(actor, RES_BULLETS, 0);
+ SetResource(actor, RES_ROCKETS, 0);
+ SetResource(actor, RES_CELLS, 0);
+ SetResource(actor, RES_PLASMA, 0);
+ SetResource(actor, RES_FUEL, 0);
+
+ STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
+ }
+ else
{
- // TODO
+ SetResource(actor, RES_SHELLS, start_ammo_shells);
+ SetResource(actor, RES_BULLETS, start_ammo_nails);
+ SetResource(actor, RES_ROCKETS, start_ammo_rockets);
+ SetResource(actor, RES_CELLS, start_ammo_cells);
+ SetResource(actor, RES_PLASMA, start_ammo_plasma);
+ SetResource(actor, RES_FUEL, start_ammo_fuel);
+
+ STAT(WEAPONS, actor) = start_weapons;
}
}
if (!(this.spawnflags & 8))
{
- actor.strength_finished = 0;
- actor.invincible_finished = 0;
- STAT(BUFFS, actor) = 0;
+ STAT(STRENGTH_FINISHED, actor) = 0;
+ STAT(INVINCIBLE_FINISHED, actor) = 0;
+ if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
+ {
+ int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
+ Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
+ sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
+ if(!IS_INDEPENDENT_PLAYER(actor))
+ Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
+ STAT(BUFFS, actor) = 0;
+ STAT(BUFF_TIME, actor) = 0;
+ }
}
if (!(this.spawnflags & 16))
IL_EACH(g_items, it.targetname == this.target,
{
if (it.classname == "weapon_devastator") {
- SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "devastator");
}
else if (it.classname == "weapon_vortex") {
- SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "vortex");
}
else if (it.classname == "weapon_electro") {
- SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "electro");
}
else if (it.classname == "weapon_hagar") {
- SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "hagar");
}
else if (it.classname == "weapon_crylink") {
- SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "crylink");
}
else if (it.classname == "weapon_mortar") {
- SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
+ SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "mortar");
}
+ else if (it.classname == "weapon_shotgun") {
+ SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
+ this.netname = cons(this.netname, "shotgun");
+ }
else if (it.classname == "item_armor_mega")
- SetResourceAmountExplicit(this, RESOURCE_ARMOR, 100);
+ SetResourceExplicit(this, RES_ARMOR, 100);
else if (it.classname == "item_health_mega")
- SetResourceAmountExplicit(this, RESOURCE_HEALTH, 200);
+ SetResourceExplicit(this, RES_HEALTH, 200);
+ else if (it.classname == "item_buff") {
+ entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
+ this.netname = cons(this.netname, buff.netname);
+ STAT(BUFF_TIME, this) = it.count;
+ }
+
//remove(it); // removing ents in init functions causes havoc, workaround:
setthink(it, SUB_Remove);
it.nextthink = time;
InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
}
-//spawnfunc(item_flight) /* handled by buffs mutator */
-//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
-
-.float notteam;
-.float notsingle;
-.float notfree;
-.float notq3a;
-.float notta;
+void score_use(entity this, entity actor, entity trigger)
+{
+ if(!IS_PLAYER(actor))
+ return;
+ actor.fragsfilter_cnt += this.count;
+}
+spawnfunc(target_score)
+{
+ if(!g_cts) { delete(this); return; }
+
+ if(!this.count)
+ this.count = 1;
+ this.use = score_use;
+}
+
+void fragsfilter_use(entity this, entity actor, entity trigger)
+{
+ if(!IS_PLAYER(actor))
+ return;
+ if(actor.fragsfilter_cnt >= this.frags)
+ SUB_UseTargets(this, actor, trigger);
+}
+spawnfunc(target_fragsFilter)
+{
+ if(!g_cts) { delete(this); return; }
+
+ if(!this.frags)
+ this.frags = 1;
+ this.use = fragsfilter_use;
+}
+
+.bool notteam;
+.bool notsingle;
+.bool notfree;
+.bool notta;
+.bool notvq3;
+.bool notcpm;
.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)
+ // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
+ // Xonotic is usually played with a CPM-based physics so we default to CPM mode
+ if(cvar_string("g_mod_physics") == "Q3")
+ {
+ if(this.notvq3)
return true;
+ }
+ else if(this.notcpm)
+ return true;
+ // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
+ // Xonotic has ~equivalent features to Team Arena
if(this.notta)
- if (!(!teamplay || g_tdm || g_ctf))
- return true;
+ return true;
if(this.notsingle)
if(maxclients == 1)