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)
+SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, autocvar_sv_mapformat_is_quake3, WEP_CRYLINK, WEP_ELECTRO)
// LG -> Electro
SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO)
// Compatibility spawn functions
// in Quake this is green armor, in Xonotic maps it is an armor shard
-SPAWNFUNC_ITEM_COND(item_armor1, cvar("sv_mapformat_is_quake3"), ITEM_ArmorSmall, ITEM_ArmorMedium)
+SPAWNFUNC_ITEM_COND(item_armor1, autocvar_sv_mapformat_is_quake3, ITEM_ArmorSmall, ITEM_ArmorMedium)
SPAWNFUNC_ITEM(item_armor25, ITEM_ArmorMega)
return;
}
- vector end = this.origin - '0 0 256';
+ vector end = this.origin;
+ if (autocvar_sv_mapformat_is_quake3)
+ end.z -= 4096;
+ else if (autocvar_sv_mapformat_is_quake2)
+ end.z -= 128;
+ else
+ end.z -= 256; // Quake, QuakeWorld
// NOTE: SV_NudgeOutOfSolid is used in the engine here
if(autocvar_sv_gameplayfix_droptofloorstartsolid_nudgetocorrect)
bool autocvar_sv_gameplayfix_droptofloorstartsolid;
bool autocvar_sv_gameplayfix_droptofloorstartsolid_nudgetocorrect;
+bool autocvar_sv_mapformat_is_quake3;
+bool autocvar_sv_mapformat_is_quake2;
+
float checkrules_equality;
float checkrules_suddendeathwarning;
float checkrules_suddendeathend;