NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
*/
-bool q3compat_arena(string mapname)
-{
- if(fexists(strcat("scripts/", mapname, ".arena"))) return true;
-
- return false;
-}
-
// SG -> MG || SG
-SPAWNFUNC_ITEM_COND(ammo_shells, q3compat_arena(mapname), ITEM_Bullets, ITEM_Shells)
-SPAWNFUNC_WEAPON_COND(weapon_shotgun, q3compat_arena(mapname), WEP_MACHINEGUN, WEP_SHOTGUN)
+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_arena(mapname), ITEM_Shells, ITEM_Bullets)
+SPAWNFUNC_ITEM_COND(ammo_bullets, q3compat & BIT(0), ITEM_Shells, ITEM_Bullets)
// GL -> Mortar
SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
// Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
-SPAWNFUNC_WEAPON_COND(weapon_nailgun, q3compat_arena(mapname), WEP_CRYLINK, WEP_ELECTRO)
+SPAWNFUNC_WEAPON_COND(weapon_nailgun, q3compat & BIT(0), WEP_CRYLINK, WEP_ELECTRO)
SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
// LG -> Electro
// 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;
+ if(this.notvq3)
+ return true;
}
- else if(this.notcpm) 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