2 CLASS(PortoLaunch, Weapon)
3 /* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none)
4 /* impulse */ ATTRIB(PortoLaunch, impulse, int, 0)
5 /* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON);
6 /* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
7 /* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
8 /* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
10 /* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
12 /* simplemdl */ ATTRIB(PortoLaunch, w_simplemdl, string, "foobar");
13 /* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
14 /* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
15 /* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
16 /* refname */ ATTRIB(PortoLaunch, netname, string, "porto");
17 /* wepname */ ATTRIB(PortoLaunch, message, string, _("Port-O-Launch"));
19 REGISTER_WEAPON(PORTO, NEW(PortoLaunch));
21 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
22 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
23 w_cvar(id, sn, BOTH, animtime) \
24 w_cvar(id, sn, BOTH, lifetime) \
25 w_cvar(id, sn, BOTH, refire) \
26 w_cvar(id, sn, BOTH, speed) \
27 w_cvar(id, sn, NONE, secondary) \
28 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
29 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
30 w_prop(id, sn, string, weaponreplace, weaponreplace) \
31 w_prop(id, sn, float, weaponstart, weaponstart) \
32 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
33 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
36 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
37 .entity porto_current;
38 .vector porto_v_angle; // holds "held" view angles
39 .float porto_v_angle_held;
45 #include "../../triggers/trigger/jumppads.qh"
47 void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
49 void W_Porto_Success(void)
51 if(self.realowner == world)
53 objerror("Cannot succeed successfully: no owner\n");
57 self.realowner.porto_current = world;
61 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
62 void W_Porto_Fail(float failhard)
64 if(self.realowner == world)
66 objerror("Cannot fail successfully: no owner\n");
73 Portal_ClearWithID(self.realowner, self.portal_id);
76 self.realowner.porto_current = world;
78 if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
80 setsize(self, '-16 -16 0', '16 16 32');
81 setorigin(self, self.origin + trace_plane_normal);
82 if(move_out_of_solid(self))
85 self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
86 tracetoss(self, self);
87 if(vlen(trace_endpos - self.realowner.origin) < 128)
89 W_ThrowNewWeapon(self.realowner, WEP_PORTO.m_id, 0, self.origin, self.velocity);
90 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
97 void W_Porto_Remove(entity p)
99 if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
101 WITH(entity, self, p.porto_current, W_Porto_Fail(1));
105 void W_Porto_Think(void)
107 trace_plane_normal = '0 0 0';
108 if(self.realowner.playerid != self.playerid)
114 void W_Porto_Touch(void)
118 // do not use PROJECTILE_TOUCH here
119 // FIXME but DO handle warpzones!
121 if(other.classname == "portal")
122 return; // handled by the portal
124 norm = trace_plane_normal;
125 if(trace_ent.iscreature)
127 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN.z, MOVE_WORLDONLY, self);
128 if(trace_fraction >= 1)
130 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
132 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
136 if(self.realowner.playerid != self.playerid)
138 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
141 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
143 spamsound(self, CH_SHOTS, SND(PORTO_BOUNCE), VOL_BASE, ATTEN_NORM);
145 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
146 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
148 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
150 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
153 Portal_ClearAll_PortalsOnly(self.realowner);
155 else if(self.cnt == 0)
158 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
160 sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
161 trace_plane_normal = norm;
162 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
167 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
168 trace_plane_normal = norm;
172 else if(self.cnt == 1)
175 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
177 sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
178 trace_plane_normal = norm;
179 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
184 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
185 trace_plane_normal = norm;
189 else if(self.effects & EF_RED)
191 self.effects += EF_BLUE - EF_RED;
192 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
194 sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
195 trace_plane_normal = norm;
196 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
197 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
198 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
199 CSQCProjectile(self, true, PROJECTILE_PORTO_BLUE, true); // change type
203 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
204 trace_plane_normal = norm;
205 Portal_ClearAll_PortalsOnly(self.realowner);
211 if(self.realowner.portal_in.portal_id == self.portal_id)
213 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
215 sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
216 trace_plane_normal = norm;
217 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
222 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
223 Portal_ClearAll_PortalsOnly(self.realowner);
229 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
230 Portal_ClearAll_PortalsOnly(self.realowner);
236 void W_Porto_Attack(float type)
240 W_SetupShot(self, false, 4, SND(PORTO_FIRE), CH_WEAPON_A, 0);
241 // always shoot from the eye
242 w_shotdir = v_forward;
243 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
245 //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
249 gren.owner = gren.realowner = self;
250 gren.playerid = self.playerid;
251 gren.classname = "porto";
252 gren.bot_dodge = true;
253 gren.bot_dodgerating = 200;
254 gren.movetype = MOVETYPE_BOUNCEMISSILE;
255 PROJECTILE_MAKETRIGGER(gren);
256 gren.effects = EF_RED;
258 setorigin(gren, w_shotorg);
259 setsize(gren, '0 0 0', '0 0 0');
261 gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
262 gren.think = W_Porto_Think;
263 gren.touch = W_Porto_Touch;
265 if(self.items & ITEM_Strength.m_itemid)
266 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
268 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
270 gren.angles = vectoangles(gren.velocity);
271 gren.flags = FL_PROJECTILE;
273 gren.portal_id = time;
274 self.porto_current = gren;
275 gren.playerid = self.playerid;
276 fixedmakevectors(fixedvectoangles(gren.velocity));
277 gren.right_vector = v_right;
279 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
282 CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true);
284 CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
286 MUTATOR_CALLHOOK(EditProjectile, self, gren);
289 METHOD(PortoLaunch, wr_aim, bool(entity thiswep))
292 self.BUTTON_ATCK = false;
293 self.BUTTON_ATCK2 = false;
294 if(!WEP_CVAR(porto, secondary))
295 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
296 self.BUTTON_ATCK = true;
300 METHOD(PortoLaunch, wr_config, bool(entity this))
302 PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
305 METHOD(PortoLaunch, wr_think, bool(entity thiswep))
308 if(WEP_CVAR(porto, secondary))
311 if(!self.porto_current)
312 if(!self.porto_forbidden)
313 if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
316 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
319 if(self.BUTTON_ATCK2)
320 if(!self.porto_current)
321 if(!self.porto_forbidden)
322 if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
325 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
330 if(self.porto_v_angle_held)
332 if(!self.BUTTON_ATCK2)
334 self.porto_v_angle_held = 0;
336 ClientData_Touch(self);
341 if(self.BUTTON_ATCK2)
343 self.porto_v_angle = self.v_angle;
344 self.porto_v_angle_held = 1;
346 ClientData_Touch(self);
349 if(self.porto_v_angle_held)
350 makevectors(self.porto_v_angle); // override the previously set angles
353 if(!self.porto_current)
354 if(!self.porto_forbidden)
355 if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
358 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
364 METHOD(PortoLaunch, wr_checkammo1, bool(entity this))
366 // always allow infinite ammo
369 METHOD(PortoLaunch, wr_checkammo2, bool(entity this))
371 // always allow infinite ammo
374 METHOD(PortoLaunch, wr_init, bool(entity this))
376 PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
379 METHOD(PortoLaunch, wr_setup, bool(entity thiswep))
382 self.ammo_field = ammo_none;
385 METHOD(PortoLaunch, wr_resetplayer, bool(entity thiswep))
388 self.porto_current = world;
393 METHOD(PortoLaunch, wr_impacteffect, bool(entity this)) {
394 LOG_WARNING("Since when does Porto send DamageInfo?\n");
397 METHOD(PortoLaunch, wr_init, bool(entity this)) {
401 METHOD(PortoLaunch, wr_zoomreticle, bool(entity this)) {
402 // no weapon specific image for this weapon