#include "porto.qh"
-#ifndef IMPLEMENTATION
-CLASS(PortoLaunch, Weapon)
-/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none);
-/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0);
-/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON);
-/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
-/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
-/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
-#ifdef GAMEQC
-/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
-#endif
-/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
-/* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
-/* refname */ ATTRIB(PortoLaunch, netname, string, "porto");
-/* wepname */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, PortoLaunch, porto)
-#undef X
-ENDCLASS(PortoLaunch)
-REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch));
-#ifdef SVQC
-.entity porto_current;
-.vector porto_v_angle; // holds "held" view angles
-.float porto_v_angle_held;
-.vector right_vector;
-.float porto_forbidden;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
#include <common/triggers/trigger/jumppads.qh>
-spawnfunc(weapon_porto) { weapon_defaultspawnfunc(this, WEP_PORTO); }
-
REGISTER_MUTATOR(porto_ticker, true);
MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
FOREACH_CLIENT(IS_PLAYER(it), it.porto_forbidden = max(0, it.porto_forbidden - 1));
{
this.flags = FL_ITEM;
IL_PUSH(g_items, this);
- this.velocity = trigger_push_calculatevelocity(this.origin, this.realowner, 128);
+ this.velocity = trigger_push_calculatevelocity(this.origin, this.realowner, 128, this);
tracetoss(this, this);
if(vdist(trace_endpos - this.realowner.origin, <, 128))
{
norm = trace_plane_normal;
if(trace_ent.iscreature)
{
- traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * STAT(PL_MIN, NULL).z, MOVE_WORLDONLY, this);
+ // TODO: why not use entity size?
+ traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_CONST.z, MOVE_WORLDONLY, this);
if(trace_fraction >= 1)
return;
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
}
else if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) || (trace_dphitcontents & DPCONTENTS_PLAYERCLIP))
{
- spamsound(this, CH_SHOTS, SND(PORTO_BOUNCE), VOL_BASE, ATTEN_NORM);
+ spamsound(this, CH_SHOTS, SND_PORTO_BOUNCE, VOL_BASE, ATTEN_NORM);
// just reflect
this.right_vector = this.right_vector - 2 * trace_plane_normal * (this.right_vector * trace_plane_normal);
this.angles = vectoangles(this.velocity - 2 * trace_plane_normal * (this.velocity * trace_plane_normal));
{
entity gren;
- W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0);
+ W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0, WEP_PORTO.m_id); // TODO: does the deathtype even need to be set here? porto can't hurt people
// always shoot from the eye
w_shotdir = v_forward;
w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
LOG_WARN("Since when does Porto send DamageInfo?");
}
#endif
-#endif