3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <server/items.qh>
6 #include <common/weapons/_all.qh>
8 spawnfunc(target_items);
10 //***********************
11 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
12 //***********************
14 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
17 SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
20 SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
23 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
26 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
27 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
30 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
31 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
34 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
35 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
38 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
39 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
42 SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
43 SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
45 // grappling hook -> hook
46 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
49 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
52 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
53 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
54 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
55 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
57 // medkit -> armor (we have no holdables)
58 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
60 // doubler -> strength
61 SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
66 // weapon remove ent from df
67 void target_init_verify(entity this)
70 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
71 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
72 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
79 //setsize(targ, trigger.mins, trigger.maxs);
80 //setorigin(targ, trigger.origin);
85 void target_init_use(entity this, entity actor, entity trigger)
87 if (!(this.spawnflags & 1))
89 SetResourceAmount(actor, RESOURCE_ARMOR, start_armorvalue);
90 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
93 if (!(this.spawnflags & 2))
95 SetResourceAmount(actor, RESOURCE_HEALTH, start_health);
96 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
97 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
100 if (!(this.spawnflags & 4))
102 SetResourceAmount(actor, RESOURCE_SHELLS, start_ammo_shells);
103 SetResourceAmount(actor, RESOURCE_BULLETS, start_ammo_nails);
104 SetResourceAmount(actor, RESOURCE_ROCKETS, start_ammo_rockets);
105 SetResourceAmount(actor, RESOURCE_CELLS, start_ammo_cells);
106 SetResourceAmount(actor, RESOURCE_PLASMA, start_ammo_plasma);
107 SetResourceAmount(actor, RESOURCE_FUEL, start_ammo_fuel);
109 actor.weapons = start_weapons;
110 if (this.spawnflags & 32)
116 if (!(this.spawnflags & 8))
118 actor.strength_finished = 0;
119 actor.invincible_finished = 0;
123 if (!(this.spawnflags & 16))
125 // We don't have holdables.
128 SUB_UseTargets(this, actor, trigger);
131 spawnfunc(target_init)
133 this.use = target_init_use;
134 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
137 // weapon give ent from defrag
138 void target_give_init(entity this)
140 IL_EACH(g_items, it.targetname == this.target,
142 if (it.classname == "weapon_devastator") {
143 this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
144 this.netname = cons(this.netname, "devastator");
146 else if (it.classname == "weapon_vortex") {
147 this.ammo_cells += it.count * WEP_CVAR_PRI(vortex, ammo); // WEAPONTODO
148 this.netname = cons(this.netname, "vortex");
150 else if (it.classname == "weapon_electro") {
151 this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
152 this.netname = cons(this.netname, "electro");
154 else if (it.classname == "weapon_hagar") {
155 this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
156 this.netname = cons(this.netname, "hagar");
158 else if (it.classname == "weapon_crylink") {
159 this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
160 this.netname = cons(this.netname, "crylink");
162 else if (it.classname == "weapon_mortar") {
163 this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
164 this.netname = cons(this.netname, "mortar");
166 else if (it.classname == "item_armor_mega")
167 this.armorvalue = 100;
168 else if (it.classname == "item_health_mega")
170 //remove(it); // removing ents in init functions causes havoc, workaround:
171 setthink(it, SUB_Remove);
175 this.spawnfunc_checked = true;
176 spawnfunc_target_items(this);
177 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
180 spawnfunc(target_give)
182 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
185 //spawnfunc(item_flight) /* handled by buffs mutator */
186 //spawnfunc(item_haste) /* handled by buffs mutator */
187 //spawnfunc(item_health) /* handled in t_quake.qc */
188 //spawnfunc(item_health_large) /* handled in t_items.qc */
189 //spawnfunc(item_health_small) /* handled in t_items.qc */
190 //spawnfunc(item_health_mega) /* handled in t_items.qc */
191 //spawnfunc(item_invis) /* handled by buffs mutator */
192 //spawnfunc(item_regen) /* handled by buffs mutator */
194 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
202 bool DoesQ3ARemoveThisEntity(entity this)
204 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
207 if(!teamplay || g_tdm || g_ctf)
211 if (!(!teamplay || g_tdm || g_ctf))
229 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
230 gametypename = "ffa";
232 gametypename = "team";
234 gametypename = "ctf";
236 gametypename = "single";
237 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
238 if(strstrofs(this.gametype, gametypename, 0) < 0)