#define Q3COMPAT_ARENA BIT(0)
#define Q3COMPAT_DEFI BIT(1)
+bool autocvar_sv_q3compat_changehitbox;
+
bool DoesQ3ARemoveThisEntity(entity this);
+int GetAmmoConsumptionQ3(string netname);
.int fragsfilter_cnt;
-// The ammo spawnfunc knows which weapon will use the ammo so it can look up the type
-// and calculate the amount required for the number of shots in the count field.
-#define _SPAWNFUNC_Q3AMMO(ammo_classname, xonwep) \
- if(this.count) \
- SetResource(this, xonwep.ammo_type, this.count * GetAmmoConsumptionPrimary(xonwep.netname)); \
- spawnfunc_body(GetAmmoItem(xonwep.ammo_type));
-
+/* We tell the ammo spawnfunc which weapon will use the ammo so it can
+ * calculate the amount required for the number of shots in the count field,
+ * and so the type can be looked up rather than specified in quake3.qc
+ */
// Ammo only, unconditional
#define SPAWNFUNC_Q3AMMO(ammo_classname, xonwep) \
spawnfunc(ammo_classname) \
{ \
- _SPAWNFUNC_Q3AMMO(ammo_classname, xonwep) \
+ if(this.count && xonwep.ammo_type) \
+ SetResource(this, xonwep.ammo_type, this.count * GetAmmoConsumptionQ3(xonwep.netname)); \
+ SPAWNFUNC_BODY(GetAmmoItem(xonwep.ammo_type)) \
}
// Ammo only, conditional
#define SPAWNFUNC_Q3AMMO_COND(ammo_classname, cond, xonwep1, xonwep0) \
- spawnfunc(ammo_classname) \
- { \
- entity xonwep = (cond) ? xonwep1 : xonwep0; \
- _SPAWNFUNC_Q3AMMO(ammo_classname, xonwep) \
- }
+ SPAWNFUNC_Q3AMMO(ammo_classname, (cond ? xonwep1 : xonwep0))
// Weapon & ammo, unconditional
#define SPAWNFUNC_Q3(weapon_classname, ammo_classname, xonwep) \