4 /* function */ W_Porto,
5 /* ammotype */ ammo_none,
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, BOTH, animtime) \
17 w_cvar(id, sn, BOTH, lifetime) \
18 w_cvar(id, sn, BOTH, refire) \
19 w_cvar(id, sn, BOTH, speed) \
20 w_cvar(id, sn, NONE, secondary) \
21 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
22 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
23 w_prop(id, sn, string, weaponreplace, weaponreplace) \
24 w_prop(id, sn, float, weaponstart, weaponstart) \
25 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
28 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
29 .entity porto_current;
30 .vector porto_v_angle; // holds "held" view angles
31 .float porto_v_angle_held;
36 void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
38 void W_Porto_Success (void)
40 if(self.realowner == world)
42 objerror("Cannot succeed successfully: no owner\n");
46 self.realowner.porto_current = world;
50 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
51 void W_Porto_Fail (float failhard)
53 if(self.realowner == world)
55 objerror("Cannot fail successfully: no owner\n");
62 Portal_ClearWithID(self.realowner, self.portal_id);
65 self.realowner.porto_current = world;
67 if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
69 setsize (self, '-16 -16 0', '16 16 32');
70 setorigin(self, self.origin + trace_plane_normal);
71 if(move_out_of_solid(self))
74 self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
75 tracetoss(self, self);
76 if(vlen(trace_endpos - self.realowner.origin) < 128)
78 W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
79 centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
86 void W_Porto_Remove (entity p)
88 if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
92 self = p.porto_current;
98 void W_Porto_Think (void)
100 trace_plane_normal = '0 0 0';
101 if(self.realowner.playerid != self.playerid)
107 void W_Porto_Touch (void)
111 // do not use PROJECTILE_TOUCH here
112 // FIXME but DO handle warpzones!
114 if(other.classname == "portal")
115 return; // handled by the portal
117 norm = trace_plane_normal;
118 if(trace_ent.iscreature)
120 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self);
121 if(trace_fraction >= 1)
123 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
125 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
129 if(self.realowner.playerid != self.playerid)
131 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
134 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
136 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
138 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
139 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
141 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
143 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
146 Portal_ClearAll_PortalsOnly(self.realowner);
148 else if(self.cnt == 0)
151 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
153 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
154 trace_plane_normal = norm;
155 centerprint(self.realowner, "^1In^7-portal created.");
160 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
161 trace_plane_normal = norm;
165 else if(self.cnt == 1)
168 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
170 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
171 trace_plane_normal = norm;
172 centerprint(self.realowner, "^4Out^7-portal created.");
177 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
178 trace_plane_normal = norm;
182 else if(self.effects & EF_RED)
184 self.effects += EF_BLUE - EF_RED;
185 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
187 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
188 trace_plane_normal = norm;
189 centerprint(self.realowner, "^1In^7-portal created.");
190 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
191 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
192 CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
196 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
197 trace_plane_normal = norm;
198 Portal_ClearAll_PortalsOnly(self.realowner);
204 if(self.realowner.portal_in.portal_id == self.portal_id)
206 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
208 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
209 trace_plane_normal = norm;
210 centerprint(self.realowner, "^4Out^7-portal created.");
215 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
216 Portal_ClearAll_PortalsOnly(self.realowner);
222 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
223 Portal_ClearAll_PortalsOnly(self.realowner);
229 void W_Porto_Attack (float type)
233 W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
234 // always shoot from the eye
235 w_shotdir = v_forward;
236 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
238 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
242 gren.owner = gren.realowner = self;
243 gren.playerid = self.playerid;
244 gren.classname = "porto";
245 gren.bot_dodge = TRUE;
246 gren.bot_dodgerating = 200;
247 gren.movetype = MOVETYPE_BOUNCEMISSILE;
248 PROJECTILE_MAKETRIGGER(gren);
249 gren.effects = EF_RED;
251 setorigin(gren, w_shotorg);
252 setsize(gren, '0 0 0', '0 0 0');
254 gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
255 gren.think = W_Porto_Think;
256 gren.touch = W_Porto_Touch;
258 if(self.items & IT_STRENGTH)
259 W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
261 W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
263 gren.angles = vectoangles (gren.velocity);
264 gren.flags = FL_PROJECTILE;
266 gren.portal_id = time;
267 self.porto_current = gren;
268 gren.playerid = self.playerid;
269 fixedmakevectors(fixedvectoangles(gren.velocity));
270 gren.right_vector = v_right;
272 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
275 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
277 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
279 other = gren; MUTATOR_CALLHOOK(EditProjectile);
282 float w_nexball_weapon(float req); // WEAPONTODO
283 float W_Porto(float req)
285 //vector v_angle_save;
287 if (g_nexball) { return w_nexball_weapon(req); }
293 self.BUTTON_ATCK = FALSE;
294 self.BUTTON_ATCK2 = FALSE;
295 if(!WEP_CVAR(porto, secondary))
296 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE))
297 self.BUTTON_ATCK = TRUE;
303 PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
308 if(WEP_CVAR(porto, secondary))
310 if (self.BUTTON_ATCK)
311 if (!self.porto_current)
312 if (!self.porto_forbidden)
313 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
316 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
319 if (self.BUTTON_ATCK2)
320 if (!self.porto_current)
321 if (!self.porto_forbidden)
322 if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
325 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
330 if(self.porto_v_angle_held)
332 if(!self.BUTTON_ATCK2)
334 self.porto_v_angle_held = 0;
336 ClientData_Touch(self);
341 if(self.BUTTON_ATCK2)
343 self.porto_v_angle = self.v_angle;
344 self.porto_v_angle_held = 1;
346 ClientData_Touch(self);
349 if(self.porto_v_angle_held)
350 makevectors(self.porto_v_angle); // override the previously set angles
352 if (self.BUTTON_ATCK)
353 if (!self.porto_current)
354 if (!self.porto_forbidden)
355 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
358 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
366 precache_model ("models/weapons/g_porto.md3");
367 precache_model ("models/weapons/v_porto.md3");
368 precache_model ("models/weapons/h_porto.iqm");
369 precache_model ("models/portal.md3");
370 precache_sound ("porto/bounce.wav");
371 precache_sound ("porto/create.wav");
372 precache_sound ("porto/expire.wav");
373 precache_sound ("porto/explode.wav");
374 precache_sound ("porto/fire.wav");
375 precache_sound ("porto/unsupported.wav");
376 PORTO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
381 self.current_ammo = ammo_none;
386 self.porto_current = world;
394 float W_Porto(float req)
398 case WR_IMPACTEFFECT:
400 print("Since when does Porto send DamageInfo?\n");