]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/compat/quake3.qc
Merge branch 'master' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / compat / quake3.qc
index f7b77d83d1c0a839a13a9b4ead1fe061eb7abaf8..bc3000a03b9472f20ecd06c346181e9496f716eb 100644 (file)
@@ -1,10 +1,14 @@
 #include "quake3.qh"
 
-#include <server/defs.qh>
+#include <server/client.qh>
+#include <common/weapons/_all.qh>
+#include <common/stats.qh>
 #include <server/miscfunctions.qh>
-#include <server/items.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.qh>
 #include <server/resources.qh>
-#include <common/t_items.qh>
+#include <common/gamemodes/_mod.qh>
+#include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/mapobjects/trigger/counter.qh>
 #include <common/mutators/mutator/buffs/buffs.qh>
  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)
@@ -62,8 +59,12 @@ SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
 SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
 SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
 
+// Quake Live Heavy Machine Gun -> HLAC
+SPAWNFUNC_WEAPON(weapon_hmg, WEP_HLAC)
+SPAWNFUNC_ITEM(ammo_hmg, 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, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
 SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
 
 // LG -> Electro
@@ -92,6 +93,9 @@ SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
+SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
+
+// Battle Suit
 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
 
 // medkit -> armor (we have no holdables)
@@ -294,9 +298,11 @@ bool DoesQ3ARemoveThisEntity(entity this)
        // 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
@@ -318,17 +324,19 @@ bool DoesQ3ARemoveThisEntity(entity this)
        if(this.gametype)
        {
                string gametypename;
-               // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
+               // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
                gametypename = "ffa";
                if(teamplay)
                        gametypename = "team";
                if(g_ctf)
                        gametypename = "ctf";
+               if(g_ctf && ctf_oneflag)
+                       gametypename = "oneflag";
                if(g_duel)
                        gametypename = "tournament";
                if(maxclients == 1)
                        gametypename = "single";
-               // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
+               // we do not have the other types (obelisk, harvester)
                if(strstrofs(this.gametype, gametypename, 0) < 0)
                        return true;
        }