]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_quake3.qc
Move quake, halflife and q3 files into a compat subdirectory (wop support coming...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_quake3.qc
diff --git a/qcsrc/server/t_quake3.qc b/qcsrc/server/t_quake3.qc
deleted file mode 100644 (file)
index 85ec325..0000000
+++ /dev/null
@@ -1,208 +0,0 @@
-#include "t_quake3.qh"
-
-#include <common/weapons/_all.qh>
-
-spawnfunc(weapon_crylink);
-spawnfunc(weapon_electro);
-spawnfunc(weapon_hagar);
-spawnfunc(weapon_machinegun);
-spawnfunc(weapon_vortex);
-
-spawnfunc(target_items);
-
-spawnfunc(item_bullets);
-spawnfunc(item_cells);
-spawnfunc(item_rockets);
-spawnfunc(item_shells);
-
-spawnfunc(item_jetpack);
-
-spawnfunc(item_armor_big);
-spawnfunc(item_armor_mega);
-spawnfunc(item_armor_small);
-
-spawnfunc(item_health_medium);
-spawnfunc(item_health_mega);
-
-//***********************
-//QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
-//***********************
-
-// NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
-
-// SG -> SG
-spawnfunc(ammo_shells)         { spawnfunc_item_shells(this);         }
-
-// MG -> MG
-spawnfunc(ammo_bullets)        { spawnfunc_item_bullets(this);        }
-
-// GL -> Mortar
-spawnfunc(ammo_grenades)       { spawnfunc_item_rockets(this);        }
-
-// LG -> Lightning
-spawnfunc(weapon_lightning)    { spawnfunc_weapon_electro(this);      }
-spawnfunc(ammo_lightning)      { spawnfunc_item_cells(this);          }
-
-// Plasma -> Hagar
-spawnfunc(weapon_plasmagun)    { spawnfunc_weapon_hagar(this);        }
-spawnfunc(ammo_cells)          { spawnfunc_item_rockets(this);        }
-
-// Rail -> Vortex
-spawnfunc(weapon_railgun)      { spawnfunc_weapon_vortex(this);          }
-spawnfunc(ammo_slugs)          { spawnfunc_item_cells(this);          }
-
-// BFG -> Crylink
-spawnfunc(weapon_bfg)          { spawnfunc_weapon_crylink(this);      }
-spawnfunc(ammo_bfg)            { spawnfunc_item_cells(this);          }
-
-// RL -> RL
-spawnfunc(ammo_rockets)        { spawnfunc_item_rockets(this);        }
-
-// Armor
-spawnfunc(item_armor_body)     { spawnfunc_item_armor_mega(this);    }
-spawnfunc(item_armor_combat)   { spawnfunc_item_armor_big(this);      }
-spawnfunc(item_armor_shard)    { spawnfunc_item_armor_small(this);    }
-spawnfunc(item_enviro)         { spawnfunc_item_invincible(this);     }
-
-.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);
-                       }
-}
-
-spawnfunc(target_init)
-{
-       this.spawnflags = 0; // remove all weapons except the ones listed below
-       this.netname = "shotgun"; // keep these weapons through the remove trigger
-       spawnfunc_target_items(this);
-       InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
-}
-
-// weapon give ent from defrag
-void target_give_init(entity this)
-{
-       IL_EACH(g_items, it.targetname == this.target,
-       {
-               if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
-                       this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
-                       this.netname = "devastator";
-               }
-               else if (it.classname == "weapon_plasmagun") {
-                       this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
-                       if(this.netname == "")
-                               this.netname = "hagar";
-                       else
-                               this.netname = strcat(this.netname, " hagar");
-               }
-               else if (it.classname == "weapon_bfg") {
-                       this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
-                       if(this.netname == "")
-                               this.netname = "crylink";
-                       else
-                               this.netname = strcat(this.netname, " crylink");
-               }
-               else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
-                       this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
-                       if(this.netname == "")
-                               this.netname = "mortar";
-                       else
-                               this.netname = strcat(this.netname, " mortar");
-               }
-               else if (it.classname == "item_armor_body")
-                       this.armorvalue = 100;
-               else if (it.classname == "item_health_mega")
-                       this.health = 200;
-               //remove(it); // removing ents in init functions causes havoc, workaround:
-        setthink(it, SUB_Remove);
-        it.nextthink = time;
-       });
-       this.spawnflags = 2;
-       spawnfunc_target_items(this);
-       InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
-}
-
-spawnfunc(target_give)
-{
-       InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
-}
-
-//spawnfunc(item_flight)       /* handled by jetpack */
-//spawnfunc(item_haste)        /* handled by buffs mutator */
-//spawnfunc(item_health)       /* handled in t_quake.qc */
-//spawnfunc(item_health_large) /* handled in t_items.qc */
-//spawnfunc(item_health_small) /* handled in t_items.qc */
-//spawnfunc(item_health_mega)  /* handled in t_items.qc */
-//spawnfunc(item_invis)        /* handled by buffs mutator */
-//spawnfunc(item_regen)        /* handled by buffs mutator */
-
-// CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
-
-spawnfunc(item_flight)
-{
-       spawnfunc_item_jetpack(this);
-}
-
-.float notteam;
-.float notsingle;
-.float notfree;
-.float notq3a;
-.float notta;
-.string gametype;
-bool DoesQ3ARemoveThisEntity(entity this)
-{
-       // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
-
-       if(this.notq3a)
-               if(!teamplay || g_tdm || g_ctf)
-                       return true;
-
-       if(this.notta)
-               if (!(!teamplay || g_tdm || g_ctf))
-                       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;
-               // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
-               gametypename = "ffa";
-               if(teamplay)
-                       gametypename = "team";
-               if(g_ctf)
-                       gametypename = "ctf";
-               if(maxclients == 1)
-                       gametypename = "single";
-               // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
-               if(strstrofs(this.gametype, gametypename, 0) < 0)
-                       return true;
-       }
-
-       return false;
-}