#include "bot/_mod.inc"
#include "command/_mod.inc"
+#include "compat/_mod.inc"
#include "mutators/_mod.inc"
#include "pathlib/_mod.inc"
#include "weapons/_mod.inc"
#endif
#include <server/teamplay.qc>
#include <server/tests.qc>
-#include <server/t_halflife.qc>
-#include <server/t_quake.qc>
-#include <server/t_quake3.qc>
#endif
#include <server/teamplay.qh>
#include <server/tests.qh>
-#include <server/t_halflife.qh>
-#include <server/t_quake.qh>
-#include <server/t_quake3.qh>
--- /dev/null
+// generated file; do not modify
+#include <server/compat/halflife.qc>
+#include <server/compat/quake.qc>
+#include <server/compat/quake3.qc>
--- /dev/null
+// generated file; do not modify
+#include <server/compat/halflife.qh>
+#include <server/compat/quake.qh>
+#include <server/compat/quake3.qh>
--- /dev/null
+#include "halflife.qh"
+.float roomtype;
+.float radius;
+.float pitch;
+.float renderamt;
+.float rendermode;
+.vector rendercolor;
+
+spawnfunc(weapon_crossbow) {}
+spawnfunc(weapon_handgrenade) {}
+spawnfunc(ammo_crossbow) {}
+spawnfunc(ammo_9mmclip) {}
+spawnfunc(ammo_gaussclip) {}
+spawnfunc(weapon_rpg) {}
+spawnfunc(weapon_357) {}
+void ammo_ARgrenades() {}
+spawnfunc(item_battery) {}
+spawnfunc(ammo_rpgclip) {}
+void weapon_9mmAR() {}
+spawnfunc(weapon_tripmine) {}
+spawnfunc(weapon_snark) {}
+spawnfunc(ammo_buckshot) {}
+void ammo_9mmAR() {}
+spawnfunc(ammo_357) {}
+spawnfunc(weapon_gauss) {}
+spawnfunc(weapon_hornetgun) {}
+//spawnfunc(weapon_shotgun) {}
+spawnfunc(item_healthkit) {}
+spawnfunc(item_longjump) {}
+spawnfunc(item_antidote) {}
+spawnfunc(func_recharge) {}
+spawnfunc(info_node) {}
+spawnfunc(env_sound) {}
+spawnfunc(light_spot) {}
+spawnfunc(func_healthcharger) {}
--- /dev/null
+#pragma once
--- /dev/null
+#include "quake.qh"
+
+#include <common/weapons/_all.qh>
+
+spawnfunc(weapon_electro);
+spawnfunc(weapon_hagar);
+spawnfunc(weapon_machinegun);
+spawnfunc(item_bullets);
+spawnfunc(item_armor_mega);
+spawnfunc(item_health_mega);
+spawnfunc(item_health_medium);
+
+//***********************
+//QUAKE 1 ENTITIES - So people can play quake1 maps with the xonotic weapons
+//***********************
+spawnfunc(weapon_nailgun) {spawnfunc_weapon_electro(this);}
+spawnfunc(weapon_supernailgun) {spawnfunc_weapon_hagar(this);}
+spawnfunc(weapon_supershotgun) {spawnfunc_weapon_machinegun(this);}
+
+spawnfunc(item_spikes) {spawnfunc_item_bullets(this);}
+//spawnfunc(item_armor1) {spawnfunc_item_armor_medium(this);} // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+spawnfunc(item_armor2) {spawnfunc_item_armor_mega(this);}
+spawnfunc(item_armorInv) {spawnfunc_item_armor_mega(this);} // TODO: make sure we actually want this
+spawnfunc(item_health) {if (this.spawnflags & 2) spawnfunc_item_health_mega(this);else spawnfunc_item_health_medium(this);}
+
+//spawnfunc_item_spikes
+//spawnfunc_item_health
+
+
+
--- /dev/null
+#pragma once
--- /dev/null
+#include "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;
+}
--- /dev/null
+#pragma once
+++ /dev/null
-#include "t_halflife.qh"
-.float roomtype;
-.float radius;
-.float pitch;
-.float renderamt;
-.float rendermode;
-.vector rendercolor;
-
-spawnfunc(weapon_crossbow) {}
-spawnfunc(weapon_handgrenade) {}
-spawnfunc(ammo_crossbow) {}
-spawnfunc(ammo_9mmclip) {}
-spawnfunc(ammo_gaussclip) {}
-spawnfunc(weapon_rpg) {}
-spawnfunc(weapon_357) {}
-void ammo_ARgrenades() {}
-spawnfunc(item_battery) {}
-spawnfunc(ammo_rpgclip) {}
-void weapon_9mmAR() {}
-spawnfunc(weapon_tripmine) {}
-spawnfunc(weapon_snark) {}
-spawnfunc(ammo_buckshot) {}
-void ammo_9mmAR() {}
-spawnfunc(ammo_357) {}
-spawnfunc(weapon_gauss) {}
-spawnfunc(weapon_hornetgun) {}
-//spawnfunc(weapon_shotgun) {}
-spawnfunc(item_healthkit) {}
-spawnfunc(item_longjump) {}
-spawnfunc(item_antidote) {}
-spawnfunc(func_recharge) {}
-spawnfunc(info_node) {}
-spawnfunc(env_sound) {}
-spawnfunc(light_spot) {}
-spawnfunc(func_healthcharger) {}
+++ /dev/null
-#pragma once
+++ /dev/null
-#include "t_quake.qh"
-
-#include <common/weapons/_all.qh>
-
-spawnfunc(weapon_electro);
-spawnfunc(weapon_hagar);
-spawnfunc(weapon_machinegun);
-spawnfunc(item_bullets);
-spawnfunc(item_armor_mega);
-spawnfunc(item_health_mega);
-spawnfunc(item_health_medium);
-
-//***********************
-//QUAKE 1 ENTITIES - So people can play quake1 maps with the xonotic weapons
-//***********************
-spawnfunc(weapon_nailgun) {spawnfunc_weapon_electro(this);}
-spawnfunc(weapon_supernailgun) {spawnfunc_weapon_hagar(this);}
-spawnfunc(weapon_supershotgun) {spawnfunc_weapon_machinegun(this);}
-
-spawnfunc(item_spikes) {spawnfunc_item_bullets(this);}
-//spawnfunc(item_armor1) {spawnfunc_item_armor_medium(this);} // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-spawnfunc(item_armor2) {spawnfunc_item_armor_mega(this);}
-spawnfunc(item_armorInv) {spawnfunc_item_armor_mega(this);} // TODO: make sure we actually want this
-spawnfunc(item_health) {if (this.spawnflags & 2) spawnfunc_item_health_mega(this);else spawnfunc_item_health_medium(this);}
-
-//spawnfunc_item_spikes
-//spawnfunc_item_health
-
-
-
+++ /dev/null
-#pragma once
+++ /dev/null
-#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;
-}
+++ /dev/null
-#pragma once