self.realowner.porto_current = world;
- if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPBIT_PORTO))
+ if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !WEPSET_CONTAINS_EW(self.realowner, WEP_PORTO))
{
setsize (self, '-16 -16 0', '16 16 32');
setorigin(self, self.origin + trace_plane_normal);
{
entity gren;
- if(type == -1)
- {
- if not(self.items & IT_UNLIMITED_SUPERWEAPONS)
- self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
- }
-
W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
// always shoot from the eye
w_shotdir = v_forward;
ClientData_Touch(self);
}
}
- v_angle_save = self.v_angle;
if(self.porto_v_angle_held)
makevectors(self.porto_v_angle); // override the previously set angles