X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Ft_quake.qc;h=29de5d4c71a530623e0e938e291bf0976c618574;hb=b683bf23a495d3b1b3f6df3bda75bfe0f069ab05;hp=219a6ae231162ed9b467ade90f7aa294c78e5f77;hpb=0f3709f96ff607455d69dc4844e39a8ea0587675;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/t_quake.qc b/qcsrc/server/t_quake.qc index 219a6ae23..29de5d4c7 100644 --- a/qcsrc/server/t_quake.qc +++ b/qcsrc/server/t_quake.qc @@ -1,15 +1,27 @@ + +#include "../common/weapons/all.qh" + +spawnfunc(weapon_electro); +spawnfunc(weapon_hagar); +spawnfunc(weapon_machinegun); +spawnfunc(item_bullets); +spawnfunc(item_armor_large); +spawnfunc(item_armor_large); +spawnfunc(item_health_mega); +spawnfunc(item_health_medium); + //*********************** //QUAKE 1 ENTITIES - So people can play quake1 maps with the xonotic weapons //*********************** -void spawnfunc_weapon_nailgun (void) {spawnfunc_weapon_electro();} -void spawnfunc_weapon_supernailgun (void) {spawnfunc_weapon_hagar();} -void spawnfunc_weapon_supershotgun (void) {spawnfunc_weapon_machinegun();} - -void spawnfunc_item_spikes (void) {spawnfunc_item_bullets();} -//void spawnfunc_item_armor1 (void) {spawnfunc_item_armor_medium;} // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard -void spawnfunc_item_armor2 (void) {spawnfunc_item_armor_large();} -void item_armorInv (void) {spawnfunc_item_armor_large();} -void spawnfunc_item_health (void) {if (self.spawnflags & 2) spawnfunc_item_health_mega();else spawnfunc_item_health_medium();} +spawnfunc(weapon_nailgun) {spawnfunc_weapon_electro(this);} +spawnfunc(weapon_supernailgun) {spawnfunc_weapon_hagar(this);} +spawnfunc(weapon_supershotgun) {spawnfunc_weapon_machinegun(this);} + +spawnfunc(item_spikes) {spawnfunc_item_bullets(this);} +//spawnfunc(item_armor1) {spawnfunc_item_armor_medium(this);} // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard +spawnfunc(item_armor2) {spawnfunc_item_armor_large(this);} +void item_armorInv() {SELFPARAM();spawnfunc_item_armor_large(self);} +spawnfunc(item_health) {if (self.spawnflags & 2) spawnfunc_item_health_mega(this);else spawnfunc_item_health_medium(this);} //spawnfunc_item_spikes //spawnfunc_item_health