#include <server/miscfunctions.qh>
#include <common/weapons/_all.qh>
-//***********************
-//QUAKE 1 ENTITIES - So people can play quake1 maps with the xonotic weapons
-//***********************
-// see: quake3.qc for weapon_nailgun
+/***********************
+ * QUAKE 1 ENTITIES - So people can play quake1 maps with the xonotic weapons
+ ***********************
+ weapon_nailgun handled in quake3.qc
+ item_armor1 handled in items.qc
+*/
+
SPAWNFUNC_WEAPON(weapon_supernailgun, WEP_HAGAR)
SPAWNFUNC_WEAPON(weapon_supershotgun, WEP_MACHINEGUN)
SPAWNFUNC_ITEM(item_spikes, ITEM_Bullets)
-//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(item_armor2, ITEM_ArmorMega)
SPAWNFUNC_ITEM(item_armorInv, ITEM_ArmorMega) // TODO: make sure we actually want this
SPAWNFUNC_ITEM_COND(item_health, (this.spawnflags & 2), ITEM_HealthMega, ITEM_HealthMedium)
// Compatibility spawn functions
-// FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-SPAWNFUNC_ITEM(item_armor1, ITEM_ArmorSmall)
+SPAWNFUNC_ITEM_COND(item_armor1, cvar_string("sv_mapformat_is_quake3"), ITEM_ArmorSmall, ITEM_ArmorMedium)
SPAWNFUNC_ITEM(item_armor25, ITEM_ArmorMega)