4 /* function */ W_Porto,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
9 /* color */ '0.5 0.5 0.5',
10 /* modelname */ "porto",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairporto 0.6",
13 /* refname */ "porto",
14 /* wepname */ _("Port-O-Launch")
17 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
18 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19 w_cvar(id, sn, BOTH, animtime) \
20 w_cvar(id, sn, BOTH, lifetime) \
21 w_cvar(id, sn, BOTH, refire) \
22 w_cvar(id, sn, BOTH, speed) \
23 w_cvar(id, sn, NONE, secondary) \
24 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
25 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
26 w_prop(id, sn, string, weaponreplace, weaponreplace) \
27 w_prop(id, sn, float, weaponstart, weaponstart) \
28 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
31 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
32 .entity porto_current;
33 .vector porto_v_angle; // holds "held" view angles
34 .float porto_v_angle_held;
39 void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
41 void W_Porto_Success (void)
43 if(self.realowner == world)
45 objerror("Cannot succeed successfully: no owner\n");
49 self.realowner.porto_current = world;
53 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
54 void W_Porto_Fail (float failhard)
56 if(self.realowner == world)
58 objerror("Cannot fail successfully: no owner\n");
65 Portal_ClearWithID(self.realowner, self.portal_id);
68 self.realowner.porto_current = world;
70 if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
72 setsize (self, '-16 -16 0', '16 16 32');
73 setorigin(self, self.origin + trace_plane_normal);
74 if(move_out_of_solid(self))
77 self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
78 tracetoss(self, self);
79 if(vlen(trace_endpos - self.realowner.origin) < 128)
81 W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
82 centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
89 void W_Porto_Remove (entity p)
91 if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
95 self = p.porto_current;
101 void W_Porto_Think (void)
103 trace_plane_normal = '0 0 0';
104 if(self.realowner.playerid != self.playerid)
110 void W_Porto_Touch (void)
114 // do not use PROJECTILE_TOUCH here
115 // FIXME but DO handle warpzones!
117 if(other.classname == "portal")
118 return; // handled by the portal
120 norm = trace_plane_normal;
121 if(trace_ent.iscreature)
123 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self);
124 if(trace_fraction >= 1)
126 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
128 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
132 if(self.realowner.playerid != self.playerid)
134 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
137 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
139 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
141 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
142 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
144 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
146 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
149 Portal_ClearAll_PortalsOnly(self.realowner);
151 else if(self.cnt == 0)
154 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
156 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
157 trace_plane_normal = norm;
158 centerprint(self.realowner, "^1In^7-portal created.");
163 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
164 trace_plane_normal = norm;
168 else if(self.cnt == 1)
171 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
173 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
174 trace_plane_normal = norm;
175 centerprint(self.realowner, "^4Out^7-portal created.");
180 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
181 trace_plane_normal = norm;
185 else if(self.effects & EF_RED)
187 self.effects += EF_BLUE - EF_RED;
188 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
190 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
191 trace_plane_normal = norm;
192 centerprint(self.realowner, "^1In^7-portal created.");
193 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
194 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
195 CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
199 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
200 trace_plane_normal = norm;
201 Portal_ClearAll_PortalsOnly(self.realowner);
207 if(self.realowner.portal_in.portal_id == self.portal_id)
209 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
211 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
212 trace_plane_normal = norm;
213 centerprint(self.realowner, "^4Out^7-portal created.");
218 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
219 Portal_ClearAll_PortalsOnly(self.realowner);
225 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
226 Portal_ClearAll_PortalsOnly(self.realowner);
232 void W_Porto_Attack (float type)
236 W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
237 // always shoot from the eye
238 w_shotdir = v_forward;
239 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
241 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
245 gren.owner = gren.realowner = self;
246 gren.playerid = self.playerid;
247 gren.classname = "porto";
248 gren.bot_dodge = TRUE;
249 gren.bot_dodgerating = 200;
250 gren.movetype = MOVETYPE_BOUNCEMISSILE;
251 PROJECTILE_MAKETRIGGER(gren);
252 gren.effects = EF_RED;
254 setorigin(gren, w_shotorg);
255 setsize(gren, '0 0 0', '0 0 0');
257 gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
258 gren.think = W_Porto_Think;
259 gren.touch = W_Porto_Touch;
261 if(self.items & IT_STRENGTH)
262 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
264 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
266 gren.angles = vectoangles (gren.velocity);
267 gren.flags = FL_PROJECTILE;
269 gren.portal_id = time;
270 self.porto_current = gren;
271 gren.playerid = self.playerid;
272 fixedmakevectors(fixedvectoangles(gren.velocity));
273 gren.right_vector = v_right;
275 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
278 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
280 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
282 other = gren; MUTATOR_CALLHOOK(EditProjectile);
285 float w_nexball_weapon(float req); // WEAPONTODO
286 float W_Porto(float req)
288 //vector v_angle_save;
290 if (g_nexball) { return w_nexball_weapon(req); }
296 self.BUTTON_ATCK = FALSE;
297 self.BUTTON_ATCK2 = FALSE;
298 if(!WEP_CVAR(porto, secondary))
299 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE))
300 self.BUTTON_ATCK = TRUE;
306 PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
311 if(WEP_CVAR(porto, secondary))
313 if (self.BUTTON_ATCK)
314 if (!self.porto_current)
315 if (!self.porto_forbidden)
316 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
319 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
322 if (self.BUTTON_ATCK2)
323 if (!self.porto_current)
324 if (!self.porto_forbidden)
325 if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
328 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
333 if(self.porto_v_angle_held)
335 if(!self.BUTTON_ATCK2)
337 self.porto_v_angle_held = 0;
339 ClientData_Touch(self);
344 if(self.BUTTON_ATCK2)
346 self.porto_v_angle = self.v_angle;
347 self.porto_v_angle_held = 1;
349 ClientData_Touch(self);
352 if(self.porto_v_angle_held)
353 makevectors(self.porto_v_angle); // override the previously set angles
355 if (self.BUTTON_ATCK)
356 if (!self.porto_current)
357 if (!self.porto_forbidden)
358 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
361 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
369 precache_model ("models/weapons/g_porto.md3");
370 precache_model ("models/weapons/v_porto.md3");
371 precache_model ("models/weapons/h_porto.iqm");
372 precache_model ("models/portal.md3");
373 precache_sound ("porto/bounce.wav");
374 precache_sound ("porto/create.wav");
375 precache_sound ("porto/expire.wav");
376 precache_sound ("porto/explode.wav");
377 precache_sound ("porto/fire.wav");
378 precache_sound ("porto/unsupported.wav");
379 PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
384 self.ammo_field = ammo_none;
389 self.porto_current = world;
397 float W_Porto(float req)
401 case WR_IMPACTEFFECT:
403 print("Since when does Porto send DamageInfo?\n");
413 // no weapon specific image for this weapon