#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ PORTO, /* function */ W_Porto, /* ammotype */ ammo_none, /* impulse */ 0, /* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON, /* rating */ 0, /* color */ '0.5 0.5 0.5', /* modelname */ "porto", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairporto 0.6", /* wepimg */ "weaponporto", /* refname */ "porto", /* wepname */ _("Port-O-Launch") ); #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto) #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, BOTH, lifetime) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, BOTH, speed) \ w_cvar(id, sn, NONE, secondary) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .entity porto_current; .vector porto_v_angle; // holds "held" view angles .float porto_v_angle_held; .vector right_vector; #endif #else #ifdef SVQC void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO); } void W_Porto_Success(void) { if(self.realowner == world) { objerror("Cannot succeed successfully: no owner\n"); return; } self.realowner.porto_current = world; remove(self); } string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo); void W_Porto_Fail(float failhard) { if(self.realowner == world) { objerror("Cannot fail successfully: no owner\n"); return; } // no portals here! if(self.cnt < 0) { Portal_ClearWithID(self.realowner, self.portal_id); } self.realowner.porto_current = world; if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO)) { setsize(self, '-16 -16 0', '16 16 32'); setorigin(self, self.origin + trace_plane_normal); if(move_out_of_solid(self)) { self.flags = FL_ITEM; self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128); tracetoss(self, self); if(vlen(trace_endpos - self.realowner.origin) < 128) { W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity); centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!"); } } } remove(self); } void W_Porto_Remove(entity p) { if(p.porto_current.realowner == p && p.porto_current.classname == "porto") { entity oldself; oldself = self; self = p.porto_current; W_Porto_Fail(1); self = oldself; } } void W_Porto_Think(void) { trace_plane_normal = '0 0 0'; if(self.realowner.playerid != self.playerid) remove(self); else W_Porto_Fail(0); } void W_Porto_Touch(void) { vector norm; // do not use PROJECTILE_TOUCH here // FIXME but DO handle warpzones! if(other.classname == "portal") return; // handled by the portal norm = trace_plane_normal; if(trace_ent.iscreature) { traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self); if(trace_fraction >= 1) return; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) return; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) return; } if(self.realowner.playerid != self.playerid) { sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM); remove(self); } else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) { spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM); // just reflect self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal); self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal)); } else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM); W_Porto_Fail(0); if(self.cnt < 0) Portal_ClearAll_PortalsOnly(self.realowner); } else if(self.cnt == 0) { // in-portal only if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id)) { sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; centerprint(self.realowner, "^1In^7-portal created."); W_Porto_Success(); } else { sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; W_Porto_Fail(0); } } else if(self.cnt == 1) { // out-portal only if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id)) { sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; centerprint(self.realowner, "^4Out^7-portal created."); W_Porto_Success(); } else { sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; W_Porto_Fail(0); } } else if(self.effects & EF_RED) { self.effects += EF_BLUE - EF_RED; if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id)) { sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; centerprint(self.realowner, "^1In^7-portal created."); self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm); self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm)); CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type } else { sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; Portal_ClearAll_PortalsOnly(self.realowner); W_Porto_Fail(0); } } else { if(self.realowner.portal_in.portal_id == self.portal_id) { if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id)) { sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; centerprint(self.realowner, "^4Out^7-portal created."); W_Porto_Success(); } else { sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM); Portal_ClearAll_PortalsOnly(self.realowner); W_Porto_Fail(0); } } else { sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM); Portal_ClearAll_PortalsOnly(self.realowner); W_Porto_Fail(0); } } } void W_Porto_Attack(float type) { entity gren; W_SetupShot(self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0); // always shoot from the eye w_shotdir = v_forward; w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward; //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn(); gren.cnt = type; gren.owner = gren.realowner = self; gren.playerid = self.playerid; gren.classname = "porto"; gren.bot_dodge = TRUE; gren.bot_dodgerating = 200; gren.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(gren); gren.effects = EF_RED; gren.scale = 4; setorigin(gren, w_shotorg); setsize(gren, '0 0 0', '0 0 0'); gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime); gren.think = W_Porto_Think; gren.touch = W_Porto_Touch; if(self.items & IT_STRENGTH) W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0); else W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0); gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; gren.portal_id = time; self.porto_current = gren; gren.playerid = self.playerid; fixedmakevectors(fixedvectoangles(gren.velocity)); gren.right_vector = v_right; gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; if(type > 0) CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE); else CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE); other = gren; MUTATOR_CALLHOOK(EditProjectile); } float w_nexball_weapon(float req); // WEAPONTODO float W_Porto(float req) { //vector v_angle_save; if(g_nexball) { return w_nexball_weapon(req); } switch(req) { case WR_AIM: { self.BUTTON_ATCK = FALSE; self.BUTTON_ATCK2 = FALSE; if(!WEP_CVAR(porto, secondary)) if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE)) self.BUTTON_ATCK = TRUE; return TRUE; } case WR_CONFIG: { PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) return TRUE; } case WR_THINK: { if(WEP_CVAR(porto, secondary)) { if(self.BUTTON_ATCK) if(!self.porto_current) if(!self.porto_forbidden) if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire))) { W_Porto_Attack(0); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready); } if(self.BUTTON_ATCK2) if(!self.porto_current) if(!self.porto_forbidden) if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire))) { W_Porto_Attack(1); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready); } } else { if(self.porto_v_angle_held) { if(!self.BUTTON_ATCK2) { self.porto_v_angle_held = 0; ClientData_Touch(self); } } else { if(self.BUTTON_ATCK2) { self.porto_v_angle = self.v_angle; self.porto_v_angle_held = 1; ClientData_Touch(self); } } if(self.porto_v_angle_held) makevectors(self.porto_v_angle); // override the previously set angles if(self.BUTTON_ATCK) if(!self.porto_current) if(!self.porto_forbidden) if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire))) { W_Porto_Attack(-1); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready); } } return TRUE; } case WR_INIT: { precache_model("models/weapons/g_porto.md3"); precache_model("models/weapons/v_porto.md3"); precache_model("models/weapons/h_porto.iqm"); precache_model("models/portal.md3"); precache_sound("porto/bounce.wav"); precache_sound("porto/create.wav"); precache_sound("porto/expire.wav"); precache_sound("porto/explode.wav"); precache_sound("porto/fire.wav"); precache_sound("porto/unsupported.wav"); PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_SETUP: { self.ammo_field = ammo_none; return TRUE; } case WR_RESETPLAYER: { self.porto_current = world; return TRUE; } } return FALSE; } #endif #ifdef CSQC float W_Porto(float req) { switch(req) { case WR_IMPACTEFFECT: { print("Since when does Porto send DamageInfo?\n"); return TRUE; } case WR_INIT: { // nothing to do return TRUE; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return FALSE; } } return FALSE; } #endif #endif