]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_porto.qc
Merge branch 'TimePath/experiments/csqc_prediction' into Mario/qc_physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_porto.qc
index e1fb82f8f2bd427a0eb7767e43d5434f5fc7fb7d..569a15d97fa68eed9818e6d66933927384f5f702 100644 (file)
@@ -38,6 +38,8 @@ PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
+#include "../triggers/trigger/jumppads.qh"
+
 void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO); }
 
 void W_Porto_Success(void)
@@ -194,7 +196,7 @@ void W_Porto_Touch(void)
                        Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
                        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
+                       CSQCProjectile(self, true, PROJECTILE_PORTO_BLUE, true); // change type
                }
                else
                {
@@ -235,7 +237,7 @@ void W_Porto_Attack(float type)
 {
        entity gren;
 
-       W_SetupShot(self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
+       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;
@@ -247,7 +249,7 @@ void W_Porto_Attack(float type)
        gren.owner = gren.realowner = self;
        gren.playerid = self.playerid;
        gren.classname = "porto";
-       gren.bot_dodge = TRUE;
+       gren.bot_dodge = true;
        gren.bot_dodgerating = 200;
        gren.movetype = MOVETYPE_BOUNCEMISSILE;
        PROJECTILE_MAKETRIGGER(gren);
@@ -255,11 +257,11 @@ void W_Porto_Attack(float type)
        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
@@ -277,9 +279,9 @@ void W_Porto_Attack(float type)
        gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
 
        if(type > 0)
-               CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
+               CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true);
        else
-               CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
+               CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
 
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
@@ -290,23 +292,23 @@ 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;
+                       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;
+                               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;
+                       PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_THINK:
                {
@@ -363,8 +365,8 @@ float W_Porto(float req)
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
@@ -378,21 +380,21 @@ float W_Porto(float req)
                        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;
+                       PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_SETUP:
                {
                        self.ammo_field = ammo_none;
-                       return TRUE;
+                       return true;
                }
                case WR_RESETPLAYER:
                {
                        self.porto_current = world;
-                       return TRUE;
+                       return true;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -403,20 +405,20 @@ float W_Porto(float req)
                case WR_IMPACTEFFECT:
                {
                        print("Since when does Porto send DamageInfo?\n");
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
                        // nothing to do
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif