#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))
{
{
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;