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) \
15 w_cvar(WEP_PORTO, porto, MO_BOTH, animtime) \
16 w_cvar(WEP_PORTO, porto, MO_BOTH, lifetime) \
17 w_cvar(WEP_PORTO, porto, MO_BOTH, refire) \
18 w_cvar(WEP_PORTO, porto, MO_BOTH, speed) \
19 w_cvar(WEP_PORTO, porto, MO_NONE, secondary) \
20 w_prop(WEP_PORTO, porto, float, reloading_ammo, reload_ammo) \
21 w_prop(WEP_PORTO, porto, float, reloading_time, reload_time) \
22 w_prop(WEP_PORTO, porto, float, switchdelay_raise, switchdelay_raise) \
23 w_prop(WEP_PORTO, porto, float, switchdelay_drop, switchdelay_drop) \
24 w_prop(WEP_PORTO, porto, string, weaponreplace, weaponreplace) \
25 w_prop(WEP_PORTO, porto, float, weaponstart, weaponstart) \
26 w_prop(WEP_PORTO, porto, float, weaponstartoverride, weaponstartoverride)
29 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
30 .entity porto_current;
31 .vector porto_v_angle; // holds "held" view angles
32 .float porto_v_angle_held;
37 void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
39 void W_Porto_Success (void)
41 if(self.realowner == world)
43 objerror("Cannot succeed successfully: no owner\n");
47 self.realowner.porto_current = world;
51 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
52 void W_Porto_Fail (float failhard)
54 if(self.realowner == world)
56 objerror("Cannot fail successfully: no owner\n");
63 Portal_ClearWithID(self.realowner, self.portal_id);
66 self.realowner.porto_current = world;
68 if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
70 setsize (self, '-16 -16 0', '16 16 32');
71 setorigin(self, self.origin + trace_plane_normal);
72 if(move_out_of_solid(self))
75 self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
76 tracetoss(self, self);
77 if(vlen(trace_endpos - self.realowner.origin) < 128)
79 W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
80 centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
87 void W_Porto_Remove (entity p)
89 if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
93 self = p.porto_current;
99 void W_Porto_Think (void)
101 trace_plane_normal = '0 0 0';
102 if(self.realowner.playerid != self.playerid)
108 void W_Porto_Touch (void)
112 // do not use PROJECTILE_TOUCH here
113 // FIXME but DO handle warpzones!
115 if(other.classname == "portal")
116 return; // handled by the portal
118 norm = trace_plane_normal;
119 if(trace_ent.iscreature)
121 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self);
122 if(trace_fraction >= 1)
124 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
126 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
130 if(self.realowner.playerid != self.playerid)
132 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
135 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
137 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
139 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
140 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
142 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
144 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
147 Portal_ClearAll_PortalsOnly(self.realowner);
149 else if(self.cnt == 0)
152 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
154 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
155 trace_plane_normal = norm;
156 centerprint(self.realowner, "^1In^7-portal created.");
161 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
162 trace_plane_normal = norm;
166 else if(self.cnt == 1)
169 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
171 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
172 trace_plane_normal = norm;
173 centerprint(self.realowner, "^4Out^7-portal created.");
178 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
179 trace_plane_normal = norm;
183 else if(self.effects & EF_RED)
185 self.effects += EF_BLUE - EF_RED;
186 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
188 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
189 trace_plane_normal = norm;
190 centerprint(self.realowner, "^1In^7-portal created.");
191 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
192 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
193 CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
197 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
198 trace_plane_normal = norm;
199 Portal_ClearAll_PortalsOnly(self.realowner);
205 if(self.realowner.portal_in.portal_id == self.portal_id)
207 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
209 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
210 trace_plane_normal = norm;
211 centerprint(self.realowner, "^4Out^7-portal created.");
216 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
217 Portal_ClearAll_PortalsOnly(self.realowner);
223 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
224 Portal_ClearAll_PortalsOnly(self.realowner);
230 void W_Porto_Attack (float type)
234 W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
235 // always shoot from the eye
236 w_shotdir = v_forward;
237 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
239 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
243 gren.owner = gren.realowner = self;
244 gren.playerid = self.playerid;
245 gren.classname = "porto";
246 gren.bot_dodge = TRUE;
247 gren.bot_dodgerating = 200;
248 gren.movetype = MOVETYPE_BOUNCEMISSILE;
249 PROJECTILE_MAKETRIGGER(gren);
250 gren.effects = EF_RED;
252 setorigin(gren, w_shotorg);
253 setsize(gren, '0 0 0', '0 0 0');
255 gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
256 gren.think = W_Porto_Think;
257 gren.touch = W_Porto_Touch;
259 if(self.items & IT_STRENGTH)
260 W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
262 W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
264 gren.angles = vectoangles (gren.velocity);
265 gren.flags = FL_PROJECTILE;
267 gren.portal_id = time;
268 self.porto_current = gren;
269 gren.playerid = self.playerid;
270 fixedmakevectors(fixedvectoangles(gren.velocity));
271 gren.right_vector = v_right;
273 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
276 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
278 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
280 other = gren; MUTATOR_CALLHOOK(EditProjectile);
283 float w_nexball_weapon(float req);
284 float w_porto(float req)
286 //vector v_angle_save;
288 if (g_nexball) { return w_nexball_weapon(req); }
294 self.BUTTON_ATCK = FALSE;
295 self.BUTTON_ATCK2 = FALSE;
296 if(!WEP_CVAR(porto, secondary))
297 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE))
298 self.BUTTON_ATCK = TRUE;
304 PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
309 if(WEP_CVAR(porto, secondary))
311 if (self.BUTTON_ATCK)
312 if (!self.porto_current)
313 if (!self.porto_forbidden)
314 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
317 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
320 if (self.BUTTON_ATCK2)
321 if (!self.porto_current)
322 if (!self.porto_forbidden)
323 if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
326 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
331 if(self.porto_v_angle_held)
333 if(!self.BUTTON_ATCK2)
335 self.porto_v_angle_held = 0;
337 ClientData_Touch(self);
342 if(self.BUTTON_ATCK2)
344 self.porto_v_angle = self.v_angle;
345 self.porto_v_angle_held = 1;
347 ClientData_Touch(self);
350 if(self.porto_v_angle_held)
351 makevectors(self.porto_v_angle); // override the previously set angles
353 if (self.BUTTON_ATCK)
354 if (!self.porto_current)
355 if (!self.porto_forbidden)
356 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
359 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
367 precache_model ("models/weapons/g_porto.md3");
368 precache_model ("models/weapons/v_porto.md3");
369 precache_model ("models/weapons/h_porto.iqm");
370 precache_model ("models/portal.md3");
371 precache_sound ("porto/bounce.wav");
372 precache_sound ("porto/create.wav");
373 precache_sound ("porto/expire.wav");
374 precache_sound ("porto/explode.wav");
375 precache_sound ("porto/fire.wav");
376 precache_sound ("porto/unsupported.wav");
377 PORTO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
382 self.current_ammo = ammo_none;
387 self.porto_current = world;
395 float w_porto(float req)
399 case WR_IMPACTEFFECT:
401 print("Since when does Porto send DamageInfo?\n");