4 /* function */ w_porto,
7 /* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
10 /* netname */ "porto",
11 /* fullname */ _("Port-O-Launch")
14 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
15 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16 w_cvar(id, sn, MO_BOTH, animtime) \
17 w_cvar(id, sn, MO_BOTH, lifetime) \
18 w_cvar(id, sn, MO_BOTH, refire) \
19 w_cvar(id, sn, MO_BOTH, speed) \
20 w_cvar(id, sn, MO_NONE, secondary) \
21 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
22 w_prop(id, sn, float, reloading_time, reload_time) \
23 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
24 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
25 w_prop(id, sn, string, weaponreplace, weaponreplace) \
26 w_prop(id, sn, float, weaponstart, weaponstart) \
27 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
30 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
31 .entity porto_current;
32 .vector porto_v_angle; // holds "held" view angles
33 .float porto_v_angle_held;
38 void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
40 void W_Porto_Success (void)
42 if(self.realowner == world)
44 objerror("Cannot succeed successfully: no owner\n");
48 self.realowner.porto_current = world;
52 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
53 void W_Porto_Fail (float failhard)
55 if(self.realowner == world)
57 objerror("Cannot fail successfully: no owner\n");
64 Portal_ClearWithID(self.realowner, self.portal_id);
67 self.realowner.porto_current = world;
69 if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
71 setsize (self, '-16 -16 0', '16 16 32');
72 setorigin(self, self.origin + trace_plane_normal);
73 if(move_out_of_solid(self))
76 self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
77 tracetoss(self, self);
78 if(vlen(trace_endpos - self.realowner.origin) < 128)
80 W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
81 centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
88 void W_Porto_Remove (entity p)
90 if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
94 self = p.porto_current;
100 void W_Porto_Think (void)
102 trace_plane_normal = '0 0 0';
103 if(self.realowner.playerid != self.playerid)
109 void W_Porto_Touch (void)
113 // do not use PROJECTILE_TOUCH here
114 // FIXME but DO handle warpzones!
116 if(other.classname == "portal")
117 return; // handled by the portal
119 norm = trace_plane_normal;
120 if(trace_ent.iscreature)
122 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self);
123 if(trace_fraction >= 1)
125 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
127 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
131 if(self.realowner.playerid != self.playerid)
133 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
136 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
138 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
140 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
141 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
143 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
145 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
148 Portal_ClearAll_PortalsOnly(self.realowner);
150 else if(self.cnt == 0)
153 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
155 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
156 trace_plane_normal = norm;
157 centerprint(self.realowner, "^1In^7-portal created.");
162 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
163 trace_plane_normal = norm;
167 else if(self.cnt == 1)
170 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
172 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
173 trace_plane_normal = norm;
174 centerprint(self.realowner, "^4Out^7-portal created.");
179 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
180 trace_plane_normal = norm;
184 else if(self.effects & EF_RED)
186 self.effects += EF_BLUE - EF_RED;
187 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
189 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
190 trace_plane_normal = norm;
191 centerprint(self.realowner, "^1In^7-portal created.");
192 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
193 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
194 CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
198 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
199 trace_plane_normal = norm;
200 Portal_ClearAll_PortalsOnly(self.realowner);
206 if(self.realowner.portal_in.portal_id == self.portal_id)
208 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
210 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
211 trace_plane_normal = norm;
212 centerprint(self.realowner, "^4Out^7-portal created.");
217 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
218 Portal_ClearAll_PortalsOnly(self.realowner);
224 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
225 Portal_ClearAll_PortalsOnly(self.realowner);
231 void W_Porto_Attack (float type)
235 W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
236 // always shoot from the eye
237 w_shotdir = v_forward;
238 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
240 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
244 gren.owner = gren.realowner = self;
245 gren.playerid = self.playerid;
246 gren.classname = "porto";
247 gren.bot_dodge = TRUE;
248 gren.bot_dodgerating = 200;
249 gren.movetype = MOVETYPE_BOUNCEMISSILE;
250 PROJECTILE_MAKETRIGGER(gren);
251 gren.effects = EF_RED;
253 setorigin(gren, w_shotorg);
254 setsize(gren, '0 0 0', '0 0 0');
256 gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
257 gren.think = W_Porto_Think;
258 gren.touch = W_Porto_Touch;
260 if(self.items & IT_STRENGTH)
261 W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
263 W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
265 gren.angles = vectoangles (gren.velocity);
266 gren.flags = FL_PROJECTILE;
268 gren.portal_id = time;
269 self.porto_current = gren;
270 gren.playerid = self.playerid;
271 fixedmakevectors(fixedvectoangles(gren.velocity));
272 gren.right_vector = v_right;
274 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
277 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
279 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
281 other = gren; MUTATOR_CALLHOOK(EditProjectile);
284 float w_nexball_weapon(float req);
285 float w_porto(float req)
287 //vector v_angle_save;
289 if (g_nexball) { return w_nexball_weapon(req); }
295 self.BUTTON_ATCK = FALSE;
296 self.BUTTON_ATCK2 = FALSE;
297 if(!WEP_CVAR(porto, secondary))
298 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE))
299 self.BUTTON_ATCK = TRUE;
305 PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
310 if(WEP_CVAR(porto, secondary))
312 if (self.BUTTON_ATCK)
313 if (!self.porto_current)
314 if (!self.porto_forbidden)
315 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
318 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
321 if (self.BUTTON_ATCK2)
322 if (!self.porto_current)
323 if (!self.porto_forbidden)
324 if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
327 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
332 if(self.porto_v_angle_held)
334 if(!self.BUTTON_ATCK2)
336 self.porto_v_angle_held = 0;
338 ClientData_Touch(self);
343 if(self.BUTTON_ATCK2)
345 self.porto_v_angle = self.v_angle;
346 self.porto_v_angle_held = 1;
348 ClientData_Touch(self);
351 if(self.porto_v_angle_held)
352 makevectors(self.porto_v_angle); // override the previously set angles
354 if (self.BUTTON_ATCK)
355 if (!self.porto_current)
356 if (!self.porto_forbidden)
357 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
360 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
368 precache_model ("models/weapons/g_porto.md3");
369 precache_model ("models/weapons/v_porto.md3");
370 precache_model ("models/weapons/h_porto.iqm");
371 precache_model ("models/portal.md3");
372 precache_sound ("porto/bounce.wav");
373 precache_sound ("porto/create.wav");
374 precache_sound ("porto/expire.wav");
375 precache_sound ("porto/explode.wav");
376 precache_sound ("porto/fire.wav");
377 precache_sound ("porto/unsupported.wav");
378 PORTO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
383 self.current_ammo = ammo_none;
388 self.porto_current = world;
396 float w_porto(float req)
400 case WR_IMPACTEFFECT:
402 print("Since when does Porto send DamageInfo?\n");