4 /* function */ W_Porto,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
9 /* color */ '0.5 0.5 0.5',
10 /* modelname */ "porto",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairporto 0.6",
13 /* wepimg */ "weaponporto",
14 /* refname */ "porto",
15 /* wepname */ _("Port-O-Launch")
18 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
19 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, animtime) \
21 w_cvar(id, sn, BOTH, lifetime) \
22 w_cvar(id, sn, BOTH, refire) \
23 w_cvar(id, sn, BOTH, speed) \
24 w_cvar(id, sn, NONE, secondary) \
25 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
26 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
27 w_prop(id, sn, string, weaponreplace, weaponreplace) \
28 w_prop(id, sn, float, weaponstart, weaponstart) \
29 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
32 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
33 .entity porto_current;
34 .vector porto_v_angle; // holds "held" view angles
35 .float porto_v_angle_held;
40 void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
42 void W_Porto_Success (void)
44 if(self.realowner == world)
46 objerror("Cannot succeed successfully: no owner\n");
50 self.realowner.porto_current = world;
54 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
55 void W_Porto_Fail (float failhard)
57 if(self.realowner == world)
59 objerror("Cannot fail successfully: no owner\n");
66 Portal_ClearWithID(self.realowner, self.portal_id);
69 self.realowner.porto_current = world;
71 if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
73 setsize (self, '-16 -16 0', '16 16 32');
74 setorigin(self, self.origin + trace_plane_normal);
75 if(move_out_of_solid(self))
78 self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
79 tracetoss(self, self);
80 if(vlen(trace_endpos - self.realowner.origin) < 128)
82 W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
83 centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
90 void W_Porto_Remove (entity p)
92 if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
96 self = p.porto_current;
102 void W_Porto_Think (void)
104 trace_plane_normal = '0 0 0';
105 if(self.realowner.playerid != self.playerid)
111 void W_Porto_Touch (void)
115 // do not use PROJECTILE_TOUCH here
116 // FIXME but DO handle warpzones!
118 if(other.classname == "portal")
119 return; // handled by the portal
121 norm = trace_plane_normal;
122 if(trace_ent.iscreature)
124 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self);
125 if(trace_fraction >= 1)
127 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
129 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
133 if(self.realowner.playerid != self.playerid)
135 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
138 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
140 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
142 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
143 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
145 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
147 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
150 Portal_ClearAll_PortalsOnly(self.realowner);
152 else if(self.cnt == 0)
155 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
157 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
158 trace_plane_normal = norm;
159 centerprint(self.realowner, "^1In^7-portal created.");
164 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
165 trace_plane_normal = norm;
169 else if(self.cnt == 1)
172 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
174 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
175 trace_plane_normal = norm;
176 centerprint(self.realowner, "^4Out^7-portal created.");
181 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
182 trace_plane_normal = norm;
186 else if(self.effects & EF_RED)
188 self.effects += EF_BLUE - EF_RED;
189 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
191 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
192 trace_plane_normal = norm;
193 centerprint(self.realowner, "^1In^7-portal created.");
194 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
195 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
196 CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
200 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
201 trace_plane_normal = norm;
202 Portal_ClearAll_PortalsOnly(self.realowner);
208 if(self.realowner.portal_in.portal_id == self.portal_id)
210 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
212 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
213 trace_plane_normal = norm;
214 centerprint(self.realowner, "^4Out^7-portal created.");
219 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
220 Portal_ClearAll_PortalsOnly(self.realowner);
226 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
227 Portal_ClearAll_PortalsOnly(self.realowner);
233 void W_Porto_Attack (float type)
237 W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
238 // always shoot from the eye
239 w_shotdir = v_forward;
240 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
242 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
246 gren.owner = gren.realowner = self;
247 gren.playerid = self.playerid;
248 gren.classname = "porto";
249 gren.bot_dodge = TRUE;
250 gren.bot_dodgerating = 200;
251 gren.movetype = MOVETYPE_BOUNCEMISSILE;
252 PROJECTILE_MAKETRIGGER(gren);
253 gren.effects = EF_RED;
255 setorigin(gren, w_shotorg);
256 setsize(gren, '0 0 0', '0 0 0');
258 gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
259 gren.think = W_Porto_Think;
260 gren.touch = W_Porto_Touch;
262 if(self.items & IT_STRENGTH)
263 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
265 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
267 gren.angles = vectoangles (gren.velocity);
268 gren.flags = FL_PROJECTILE;
270 gren.portal_id = time;
271 self.porto_current = gren;
272 gren.playerid = self.playerid;
273 fixedmakevectors(fixedvectoangles(gren.velocity));
274 gren.right_vector = v_right;
276 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
279 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
281 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
283 other = gren; MUTATOR_CALLHOOK(EditProjectile);
286 float w_nexball_weapon(float req); // WEAPONTODO
287 float W_Porto(float req)
289 //vector v_angle_save;
291 if (g_nexball) { return w_nexball_weapon(req); }
297 self.BUTTON_ATCK = FALSE;
298 self.BUTTON_ATCK2 = FALSE;
299 if(!WEP_CVAR(porto, secondary))
300 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE))
301 self.BUTTON_ATCK = TRUE;
307 PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
312 if(WEP_CVAR(porto, secondary))
314 if (self.BUTTON_ATCK)
315 if (!self.porto_current)
316 if (!self.porto_forbidden)
317 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
320 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
323 if (self.BUTTON_ATCK2)
324 if (!self.porto_current)
325 if (!self.porto_forbidden)
326 if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
329 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
334 if(self.porto_v_angle_held)
336 if(!self.BUTTON_ATCK2)
338 self.porto_v_angle_held = 0;
340 ClientData_Touch(self);
345 if(self.BUTTON_ATCK2)
347 self.porto_v_angle = self.v_angle;
348 self.porto_v_angle_held = 1;
350 ClientData_Touch(self);
353 if(self.porto_v_angle_held)
354 makevectors(self.porto_v_angle); // override the previously set angles
356 if (self.BUTTON_ATCK)
357 if (!self.porto_current)
358 if (!self.porto_forbidden)
359 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
362 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
370 precache_model ("models/weapons/g_porto.md3");
371 precache_model ("models/weapons/v_porto.md3");
372 precache_model ("models/weapons/h_porto.iqm");
373 precache_model ("models/portal.md3");
374 precache_sound ("porto/bounce.wav");
375 precache_sound ("porto/create.wav");
376 precache_sound ("porto/expire.wav");
377 precache_sound ("porto/explode.wav");
378 precache_sound ("porto/fire.wav");
379 precache_sound ("porto/unsupported.wav");
380 PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
385 self.ammo_field = ammo_none;
390 self.porto_current = world;
398 float W_Porto(float req)
402 case WR_IMPACTEFFECT:
404 print("Since when does Porto send DamageInfo?\n");
414 // no weapon specific image for this weapon