this.m_color = '1 0.12 0';
}
BUFF_SPAWNFUNCS(medic, BUFF_MEDIC)
-BUFF_SPAWNFUNC_Q3TA_COMPAT(doubler, BUFF_MEDIC)
+BUFF_SPAWNFUNC_Q3TA_COMPAT(guard, BUFF_MEDIC)
BUFF_SPAWNFUNC_Q3TA_COMPAT(medic, BUFF_MEDIC)
+BUFF_SPAWNFUNC_Q3TA_COMPAT(regen, BUFF_MEDIC)
+BUFF_SPAWNFUNC_Q3TA_COMPAT(revival, BUFF_MEDIC)
REGISTER_BUFF(BASH) {
this.m_prettyName = _("Bash");
this.m_color = '0.24 0.78 1';
}
BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
+BUFF_SPAWNFUNC_Q3TA_COMPAT(jumper, BUFF_JUMP)
REGISTER_BUFF(INVISIBLE) {
this.m_prettyName = _("Invisible");
this.m_color = '0.23 0.44 1';
}
BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
+BUFF_SPAWNFUNC_Q3TA_COMPAT(flight, BUFF_FLIGHT)
spawnfunc(weapon_hagar);
spawnfunc(weapon_machinegun);
spawnfunc(weapon_vortex);
+spawnfunc(weapon_minelayer);
spawnfunc(target_items);
spawnfunc(item_rockets);
spawnfunc(item_shells);
-spawnfunc(item_jetpack);
+spawnfunc(item_strength);
spawnfunc(item_armor_big);
spawnfunc(item_armor_mega);
// GL -> Mortar
spawnfunc(ammo_grenades) { spawnfunc_item_rockets(this); }
+// Mines -> Rockets
+spawnfunc(weapon_prox_launcher) { spawnfunc_weapon_minelayer(this); }
+spawnfunc(ammo_mines) { spawnfunc_item_rockets(this); }
+
// LG -> Lightning
spawnfunc(weapon_lightning) { spawnfunc_weapon_electro(this); }
spawnfunc(ammo_lightning) { spawnfunc_item_cells(this); }
spawnfunc(ammo_cells) { spawnfunc_item_rockets(this); }
// Rail -> Vortex
-spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
+spawnfunc(weapon_railgun) { spawnfunc_weapon_vortex(this); }
spawnfunc(ammo_slugs) { spawnfunc_item_cells(this); }
// BFG -> Crylink
spawnfunc(ammo_rockets) { spawnfunc_item_rockets(this); }
// Armor
-spawnfunc(item_armor_body) { spawnfunc_item_armor_mega(this); }
+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); }
// medkit -> armor (we have no holdables)
-spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
+spawnfunc(holdable_medkit) { spawnfunc_item_armor_mega(this); }
+
+// doubler -> strength
+spawnfunc(item_doubler) { spawnfunc_item_strength(this); }
.float wait;
.float delay;
InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
}
-//spawnfunc(item_flight) /* handled by jetpack */
+//spawnfunc(item_flight) /* handled by buffs mutator */
//spawnfunc(item_haste) /* handled by buffs mutator */
//spawnfunc(item_health) /* handled in t_quake.qc */
//spawnfunc(item_health_large) /* handled in t_items.qc */
// CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
-spawnfunc(item_flight)
-{
- spawnfunc_item_jetpack(this);
-}
-
.float notteam;
.float notsingle;
.float notfree;
spawnfunc(item_health_medium);
spawnfunc(item_health_mega);
spawnfunc(item_invis);
-spawnfunc(item_medic);
//***********************
//WORD OF PADMAN ENTITIES - So people can play wop maps with the xonotic weapons
//***********************
+//spawnfunc(item_revival) /* handled by buffs mutator */
+//spawnfunc(item_jumper) /* handled by buffs mutator */
+
spawnfunc(weapon_punchy) { spawnfunc_weapon_arc(this); }
spawnfunc(weapon_nipper) { spawnfunc_weapon_machinegun(this); }
spawnfunc(weapon_pumper) { spawnfunc_weapon_shotgun(this); }
spawnfunc(item_padpower) { spawnfunc_item_quad(this); }
spawnfunc(item_climber) { spawnfunc_item_invincible(this); }
spawnfunc(item_speedy) { spawnfunc_item_haste(this); }
-spawnfunc(item_jump) { spawnfunc_item_jetpack(this); }
spawnfunc(item_visionless) { spawnfunc_item_invis(this); }
-spawnfunc(item_revival) { spawnfunc_item_medic(this); }
spawnfunc(item_armor_padshield) { spawnfunc_item_armor_mega(this); }
+
+spawnfunc(holdable_floater) { spawnfunc_item_jetpack(this); }