#include "quake3.qh" #include #include #include #include #include #include #include #include #include #include #include #include #include /*********************** * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons *********************** * Map entities NOT handled in this file: holdable_invulnerability Q3TA currently unsupported holdable_kamikaze Q3TA currently unsupported item_ammoregen Q3TA buffs mutator item_doubler Q3TA buffs mutator item_guard Q3TA buffs mutator item_scout Q3TA buffs mutator item_armor_jacket CPMA quake2.qc item_flight Q3A buffs mutator item_haste Q3A buffs mutator item_health Q3A quake.qc item_health_large Q3A items.qc item_health_small Q3A health.qh item_health_mega Q3A health.qh item_invis Q3A buffs mutator item_quad Q3A items.qc item_regen Q3A buffs mutator weapon_machinegun Q3A machinegun.qh weapon_grenadelauncher Q3A mortar.qh weapon_rocketlauncher Q3A devastator.qh CTF spawnfuncs handled in sv_ctf.qc NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG */ // SG -> MG || SG SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN) // MG -> SG || MG // Technically we should replace weapon_machinegun with WEP_SHOTGUN if Q3COMPAT_ARENA, but it almost never occurs on Q3 maps SPAWNFUNC_Q3AMMO_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), WEP_SHOTGUN, WEP_MACHINEGUN) // GL -> Mortar SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR) // Team Arena Proximity Launcher -> Mortar // It's more accurate to spawn Mine Layer but players prefer Mortar, and weapon_grenadelauncher is usually disabled by "notta" and weapon_prox_launcher placed at the same origin SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MORTAR) // Team Arena Chaingun -> HLAC SPAWNFUNC_Q3(weapon_chaingun, ammo_belt, WEP_HLAC) // Quake Live Heavy Machine Gun -> HLAC SPAWNFUNC_Q3(weapon_hmg, ammo_hmg, WEP_HLAC) // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO) // LG -> Electro SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO) // Plasma -> Hagar SPAWNFUNC_Q3(weapon_plasmagun, ammo_cells, WEP_HAGAR) // Rail -> Vortex SPAWNFUNC_Q3(weapon_railgun, ammo_slugs, WEP_VORTEX) // BFG -> Crylink || Fireball SPAWNFUNC_Q3_COND(weapon_bfg, ammo_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL) // grappling hook -> hook SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK) // RL -> RL SPAWNFUNC_Q3AMMO(ammo_rockets, WEP_DEVASTATOR) // Gauntlet -> Tuba SPAWNFUNC_ITEM(weapon_gauntlet, WEP_TUBA) // Armor 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) SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig) .float wait; .float delay; // weapon remove ent from df void target_init_verify(entity this) { entity trigger, targ; for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); ) for(targ = NULL; (targ = find(targ, targetname, trigger.target)); ) if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items") { trigger.wait = 0; trigger.delay = 0; targ.wait = 0; targ.delay = 0; //setsize(targ, trigger.mins, trigger.maxs); //setorigin(targ, trigger.origin); //remove(trigger); } } void target_init_use(entity this, entity actor, entity trigger) { if (!(this.spawnflags & 1)) { SetResource(actor, RES_ARMOR, start_armorvalue); actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot; } if (!(this.spawnflags & 2)) { SetResource(actor, RES_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)) { if(this.spawnflags & 32) // spawn with only melee { SetResource(actor, RES_SHELLS, 0); SetResource(actor, RES_BULLETS, 0); SetResource(actor, RES_ROCKETS, 0); SetResource(actor, RES_CELLS, 0); SetResource(actor, RES_PLASMA, 0); SetResource(actor, RES_FUEL, 0); STAT(WEAPONS, actor) = WEPSET(SHOTGUN); } else { SetResource(actor, RES_SHELLS, start_ammo_shells); SetResource(actor, RES_BULLETS, start_ammo_nails); SetResource(actor, RES_ROCKETS, start_ammo_rockets); SetResource(actor, RES_CELLS, start_ammo_cells); SetResource(actor, RES_PLASMA, start_ammo_plasma); SetResource(actor, RES_FUEL, start_ammo_fuel); STAT(WEAPONS, actor) = start_weapons; } } if (!(this.spawnflags & 8)) { STAT(STRENGTH_FINISHED, actor) = 0; STAT(INVINCIBLE_FINISHED, actor) = 0; if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this { int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id; Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid); sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM); if(!IS_INDEPENDENT_PLAYER(actor)) Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid); STAT(BUFFS, actor) = 0; STAT(BUFF_TIME, actor) = 0; } } if (!(this.spawnflags & 16)) { // We don't have holdables. } SUB_UseTargets(this, actor, trigger); } spawnfunc(target_init) { this.use = target_init_use; InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET); } // weapon give ent from Q3 void target_give_init(entity this) { IL_EACH(g_items, it.targetname == this.target, { if (it.classname == "item_buff") { entity buff = buff_FirstFromFlags(STAT(BUFFS, it)); this.netname = cons(this.netname, buff.netname); STAT(BUFF_TIME, this) = it.count; } else { if (it.ammo_rockets) this.ammo_rockets = it.ammo_rockets; else if (it.ammo_cells) this.ammo_cells = it.ammo_cells; else if (it.ammo_shells) this.ammo_shells = it.ammo_shells; else if (it.ammo_nails) this.ammo_nails = it.ammo_nails; else if (it.invincible_finished) this.invincible_finished = it.invincible_finished; else if (it.strength_finished) this.strength_finished = it.strength_finished; else if (it.classname == "item_armor_mega") SetResourceExplicit(this, RES_ARMOR, 100); else if (it.classname == "item_health_mega") SetResourceExplicit(this, RES_HEALTH, 200); this.netname = cons(this.netname, it.netname); } //remove(it); // removing ents in init functions causes havoc, workaround: setthink(it, SUB_Remove); it.nextthink = time; }); this.spawnflags = 2; this.spawnfunc_checked = true; spawnfunc_target_items(this); InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET); } spawnfunc(target_give) { 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; } .bool notteam; .bool notsingle; .bool notfree; .bool notta; .bool notvq3; .bool notcpm; .string gametype; bool DoesQ3ARemoveThisEntity(entity this) { // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY) // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics // 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; } 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 if(this.notta) return true; if(this.notsingle) if(maxclients == 1) return true; if(this.notteam) if(teamplay) return true; if(this.notfree) if(!teamplay) return true; if(this.gametype) { string gametypename; // 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 (obelisk, harvester) if(strstrofs(this.gametype, gametypename, 0) < 0) return true; } return false; }