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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(PORTO, w_porto, 0, 0, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON, 0, "porto" , "porto", _("Port-O-Launch"))
3 #else
4 #ifdef SVQC
5 .entity porto_current;
6 .vector porto_v_angle; // holds "held" view angles
7 .float porto_v_angle_held;
8 .vector right_vector;
9
10 void W_Porto_Success (void)
11 {
12         if(self.realowner == world)
13         {
14                 objerror("Cannot succeed successfully: no owner\n");
15                 return;
16         }
17
18         self.realowner.porto_current = world;
19         remove(self);
20 }
21
22 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
23 void W_Porto_Fail (float failhard)
24 {
25         if(self.realowner == world)
26         {
27                 objerror("Cannot fail successfully: no owner\n");
28                 return;
29         }
30
31         // no portals here!
32         if(self.cnt < 0)
33         {
34                 Portal_ClearWithID(self.realowner, self.portal_id);
35         }
36
37         self.realowner.porto_current = world;
38
39         if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !WEPSET_CONTAINS_EW(self.realowner, WEP_PORTO))
40         {
41                 setsize (self, '-16 -16 0', '16 16 32');
42                 setorigin(self, self.origin + trace_plane_normal);
43                 if(move_out_of_solid(self))
44                 {
45                         self.flags = FL_ITEM;
46                         self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
47                         tracetoss(self, self);
48                         if(vlen(trace_endpos - self.realowner.origin) < 128)
49                         {
50                                 W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
51                                 centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
52                         }
53                 }
54         }
55         remove(self);
56 }
57
58 void W_Porto_Remove (entity p)
59 {
60         if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
61         {
62                 entity oldself;
63                 oldself = self;
64                 self = p.porto_current;
65                 W_Porto_Fail(1);
66                 self = oldself;
67         }
68 }
69
70 void W_Porto_Think (void)
71 {
72         trace_plane_normal = '0 0 0';
73         if(self.realowner.playerid != self.playerid)
74                 remove(self);
75         else
76                 W_Porto_Fail(0);
77 }
78
79 void W_Porto_Touch (void)
80 {
81         vector norm;
82
83         // do not use PROJECTILE_TOUCH here
84         // FIXME but DO handle warpzones!
85
86         if(other.classname == "portal")
87                 return; // handled by the portal
88
89         norm = trace_plane_normal;
90         if(trace_ent.iscreature)
91         {
92                 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self);
93                 if(trace_fraction >= 1)
94                         return;
95                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
96                         return;
97                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
98                         return;
99         }
100
101         if(self.realowner.playerid != self.playerid)
102         {
103                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
104                 remove(self);
105         }
106         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
107         {
108                 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTN_NORM);
109                 // just reflect
110                 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
111                 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
112         }
113         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
114         {
115                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
116                 W_Porto_Fail(0);
117                 if(self.cnt < 0)
118                         Portal_ClearAll_PortalsOnly(self.realowner);
119         }
120         else if(self.cnt == 0)
121         {
122                 // in-portal only
123                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
124                 {
125                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
126                         trace_plane_normal = norm;
127                         centerprint(self.realowner, "^1In^7-portal created.");
128                         W_Porto_Success();
129                 }
130                 else
131                 {
132                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
133                         trace_plane_normal = norm;
134                         W_Porto_Fail(0);
135                 }
136         }
137         else if(self.cnt == 1)
138         {
139                 // out-portal only
140                 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
141                 {
142                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
143                         trace_plane_normal = norm;
144                         centerprint(self.realowner, "^1Out^7-portal created.");
145                         W_Porto_Success();
146                 }
147                 else
148                 {
149                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
150                         trace_plane_normal = norm;
151                         W_Porto_Fail(0);
152                 }
153         }
154         else if(self.effects & EF_RED)
155         {
156                 self.effects += EF_BLUE - EF_RED;
157                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
158                 {
159                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
160                         trace_plane_normal = norm;
161                         centerprint(self.realowner, "^1In^7-portal created.");
162                         self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
163                         self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
164                         CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
165                 }
166                 else
167                 {
168                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
169                         trace_plane_normal = norm;
170                         Portal_ClearAll_PortalsOnly(self.realowner);
171                         W_Porto_Fail(0);
172                 }
173         }
174         else
175         {
176                 if(self.realowner.portal_in.portal_id == self.portal_id)
177                 {
178                         if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
179                         {
180                                 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
181                                 trace_plane_normal = norm;
182                                 centerprint(self.realowner, "^4Out^7-portal created.");
183                                 W_Porto_Success();
184                         }
185                         else
186                         {
187                                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
188                                 Portal_ClearAll_PortalsOnly(self.realowner);
189                                 W_Porto_Fail(0);
190                         }
191                 }
192                 else
193                 {
194                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
195                         Portal_ClearAll_PortalsOnly(self.realowner);
196                         W_Porto_Fail(0);
197                 }
198         }
199 }
200
201 void W_Porto_Attack (float type)
202 {
203         entity gren;
204
205         W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
206         // always shoot from the eye
207         w_shotdir = v_forward;
208         w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
209
210         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
211
212         gren = spawn ();
213         gren.cnt = type;
214         gren.owner = gren.realowner = self;
215         gren.playerid = self.playerid;
216         gren.classname = "porto";
217         gren.bot_dodge = TRUE;
218         gren.bot_dodgerating = 200;
219         gren.movetype = MOVETYPE_BOUNCEMISSILE;
220         PROJECTILE_MAKETRIGGER(gren);
221         gren.effects = EF_RED;
222         gren.scale = 4;
223         setorigin(gren, w_shotorg);
224         setsize(gren, '0 0 0', '0 0 0');
225
226         if(type > 0)
227                 gren.nextthink = time + autocvar_g_balance_porto_secondary_lifetime;
228         else
229                 gren.nextthink = time + autocvar_g_balance_porto_primary_lifetime;
230         gren.think = W_Porto_Think;
231         gren.touch = W_Porto_Touch;
232
233         if(type > 0)
234         {
235                 if(self.items & IT_STRENGTH)
236                         W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_secondary_speed * autocvar_g_balance_powerup_strength_force, 0);
237                 else
238                         W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_secondary_speed, 0);
239         }
240         else
241         {
242                 if(self.items & IT_STRENGTH)
243                         W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed * autocvar_g_balance_powerup_strength_force, 0);
244                 else
245                         W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed, 0);
246         }
247
248         gren.angles = vectoangles (gren.velocity);
249         gren.flags = FL_PROJECTILE;
250
251         gren.portal_id = time;
252         self.porto_current = gren;
253         gren.playerid = self.playerid;
254         fixedmakevectors(fixedvectoangles(gren.velocity));
255         gren.right_vector = v_right;
256
257         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
258
259         if(type > 0)
260                 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
261         else
262                 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
263
264         other = gren; MUTATOR_CALLHOOK(EditProjectile);
265 }
266
267 void spawnfunc_weapon_porto (void)
268 {
269         weapon_defaultspawnfunc(WEP_PORTO);
270 }
271
272 float w_nexball_weapon(float req);
273 float w_porto(float req)
274 {
275         //vector v_angle_save;
276
277         if (g_nexball) { return w_nexball_weapon(req); }
278         if (req == WR_AIM)
279         {
280                 self.BUTTON_ATCK = FALSE;
281                 self.BUTTON_ATCK2 = FALSE;
282                 if(!autocvar_g_balance_porto_secondary)
283                         if(bot_aim(autocvar_g_balance_porto_primary_speed, 0, autocvar_g_balance_grenadelauncher_primary_lifetime, FALSE))
284                                 self.BUTTON_ATCK = TRUE;
285         }
286         else if (req == WR_THINK)
287         {
288                 if(autocvar_g_balance_porto_secondary)
289                 {
290                         if (self.BUTTON_ATCK)
291                         if (!self.porto_current)
292                         if (!self.porto_forbidden)
293                         if (weapon_prepareattack(0, autocvar_g_balance_porto_primary_refire))
294                         {
295                                 W_Porto_Attack(0);
296                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_porto_primary_animtime, w_ready);
297                         }
298
299                         if (self.BUTTON_ATCK2)
300                         if (!self.porto_current)
301                         if (!self.porto_forbidden)
302                         if (weapon_prepareattack(1, autocvar_g_balance_porto_secondary_refire))
303                         {
304                                 W_Porto_Attack(1);
305                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_porto_secondary_animtime, w_ready);
306                         }
307                 }
308                 else
309                 {
310                         if(self.porto_v_angle_held)
311                         {
312                                 if(!self.BUTTON_ATCK2)
313                                 {
314                                         self.porto_v_angle_held = 0;
315
316                                         ClientData_Touch(self);
317                                 }
318                         }
319                         else
320                         {
321                                 if(self.BUTTON_ATCK2)
322                                 {
323                                         self.porto_v_angle = self.v_angle;
324                                         self.porto_v_angle_held = 1;
325
326                                         ClientData_Touch(self);
327                                 }
328                         }
329                         if(self.porto_v_angle_held)
330                                 makevectors(self.porto_v_angle); // override the previously set angles
331
332                         if (self.BUTTON_ATCK)
333                         if (!self.porto_current)
334                         if (!self.porto_forbidden)
335                         if (weapon_prepareattack(0, autocvar_g_balance_porto_primary_refire))
336                         {
337                                 W_Porto_Attack(-1);
338                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_porto_primary_animtime, w_ready);
339                         }
340                 }
341         }
342         else if (req == WR_PRECACHE)
343         {
344                 precache_model ("models/weapons/g_porto.md3");
345                 precache_model ("models/weapons/v_porto.md3");
346                 precache_model ("models/weapons/h_porto.iqm");
347                 precache_model ("models/portal.md3");
348                 precache_sound ("porto/bounce.wav");
349                 precache_sound ("porto/create.wav");
350                 precache_sound ("porto/expire.wav");
351                 precache_sound ("porto/explode.wav");
352                 precache_sound ("porto/fire.wav");
353                 precache_sound ("porto/unsupported.wav");
354         }
355         else if (req == WR_SETUP)
356         {
357                 weapon_setup(WEP_PORTO);
358                 self.current_ammo = ammo_none;
359         }
360         else if (req == WR_RESETPLAYER)
361         {
362                 self.porto_current = world;
363         }
364         return TRUE;
365 }
366 #endif
367 #ifdef CSQC
368 float w_porto(float req)
369 {
370         if(req == WR_IMPACTEFFECT)
371         {
372                 print("Since when does Porto send DamageInfo?\n");
373         }
374         else if(req == WR_PRECACHE)
375         {
376                 // nothing to do
377         }
378         return TRUE;
379 }
380 #endif
381 #endif