#include <server/defs.qh>
#include <server/miscfunctions.qh>
#include <server/items.qh>
+#include <server/resources.qh>
+#include <common/t_items.qh>
+#include <common/mapobjects/triggers.qh>
+#include <common/mapobjects/trigger/counter.qh>
#include <common/weapons/_all.qh>
-spawnfunc(target_items);
-
//***********************
//QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
//***********************
}
}
+void target_init_use(entity this, entity actor, entity trigger)
+{
+ if (!(this.spawnflags & 1))
+ {
+ SetResourceAmount(actor, RESOURCE_ARMOR, start_armorvalue);
+ actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
+ }
+
+ if (!(this.spawnflags & 2))
+ {
+ SetResourceAmount(actor, RESOURCE_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)
+ {
+ // TODO
+ }
+ }
+
+ if (!(this.spawnflags & 8))
+ {
+ actor.strength_finished = 0;
+ actor.invincible_finished = 0;
+ STAT(BUFFS, actor) = 0;
+ }
+
+ if (!(this.spawnflags & 16))
+ {
+ // We don't have holdables.
+ }
+
+ SUB_UseTargets(this, actor, trigger);
+}
+
spawnfunc(target_init)
{
- this.spawnflags = 0; // remove all weapons except the ones listed below
- this.netname = "shotgun"; // keep these weapons through the remove trigger
- spawnfunc_target_items(this);
+ this.use = target_init_use;
InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
}
IL_EACH(g_items, it.targetname == this.target,
{
if (it.classname == "weapon_devastator") {
- this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
+ SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "devastator");
}
else if (it.classname == "weapon_vortex") {
- this.ammo_cells += it.count * WEP_CVAR_PRI(vortex, ammo); // WEAPONTODO
+ SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "vortex");
}
else if (it.classname == "weapon_electro") {
- this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
+ SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "electro");
}
else if (it.classname == "weapon_hagar") {
- this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
+ SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "hagar");
}
else if (it.classname == "weapon_crylink") {
- this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
+ SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "crylink");
}
else if (it.classname == "weapon_mortar") {
- this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
+ SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
this.netname = cons(this.netname, "mortar");
}
else if (it.classname == "item_armor_mega")
- this.armorvalue = 100;
+ SetResourceAmountExplicit(this, RESOURCE_ARMOR, 100);
else if (it.classname == "item_health_mega")
- this.health = 200;
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, 200);
//remove(it); // removing ents in init functions causes havoc, workaround:
setthink(it, SUB_Remove);
it.nextthink = time;
InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
}
+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;
+}
+
//spawnfunc(item_flight) /* handled by buffs mutator */
//spawnfunc(item_haste) /* handled by buffs mutator */
//spawnfunc(item_health) /* handled in t_quake.qc */
gametypename = "team";
if(g_ctf)
gametypename = "ctf";
+ if(g_duel)
+ gametypename = "tournament";
if(maxclients == 1)
gametypename = "single";
// we do not have the other types (oneflag, obelisk, harvester, teamtournament)