2 CLASS(PortoLaunch, Weapon)
3 /* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none)
4 /* impulse */ ATTRIB(PortoLaunch, impulse, int, 0)
5 /* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON);
6 /* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
7 /* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
8 /* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
10 /* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
12 /* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
13 /* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
15 /* refname */ ATTRIB(PortoLaunch, netname, string, "porto");
16 /* wepname */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch"));
18 REGISTER_WEAPON(PORTO, NEW(PortoLaunch));
20 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
21 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, BOTH, animtime) \
23 w_cvar(id, sn, BOTH, lifetime) \
24 w_cvar(id, sn, BOTH, refire) \
25 w_cvar(id, sn, BOTH, speed) \
26 w_cvar(id, sn, NONE, secondary) \
27 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
28 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
29 w_prop(id, sn, string, weaponreplace, weaponreplace) \
30 w_prop(id, sn, float, weaponstart, weaponstart) \
31 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
32 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
35 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
36 .entity porto_current;
37 .vector porto_v_angle; // holds "held" view angles
38 .float porto_v_angle_held;
40 .float porto_forbidden;
45 #include "../../triggers/trigger/jumppads.qh"
47 spawnfunc(weapon_porto) { weapon_defaultspawnfunc(this, WEP_PORTO); }
49 REGISTER_MUTATOR(porto_ticker, true);
50 MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
53 e.porto_forbidden = max(0, e.porto_forbidden - 1);
56 void W_Porto_Success(void)
58 if(self.realowner == world)
60 objerror("Cannot succeed successfully: no owner\n");
64 self.realowner.porto_current = world;
68 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
69 void W_Porto_Fail(float failhard)
71 if(self.realowner == world)
73 objerror("Cannot fail successfully: no owner\n");
80 Portal_ClearWithID(self.realowner, self.portal_id);
83 self.realowner.porto_current = world;
85 if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET(PORTO)))
87 setsize(self, '-16 -16 0', '16 16 32');
88 setorigin(self, self.origin + trace_plane_normal);
89 if(move_out_of_solid(self))
92 self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
93 tracetoss(self, self);
94 if(vlen(trace_endpos - self.realowner.origin) < 128)
96 W_ThrowNewWeapon(self.realowner, WEP_PORTO.m_id, 0, self.origin, self.velocity);
97 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
104 void W_Porto_Remove(entity p)
106 if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
108 WITH(entity, self, p.porto_current, W_Porto_Fail(1));
112 void W_Porto_Think(void)
114 trace_plane_normal = '0 0 0';
115 if(self.realowner.playerid != self.playerid)
121 void W_Porto_Touch(void)
125 // do not use PROJECTILE_TOUCH here
126 // FIXME but DO handle warpzones!
128 if(other.classname == "portal")
129 return; // handled by the portal
131 norm = trace_plane_normal;
132 if(trace_ent.iscreature)
134 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN.z, MOVE_WORLDONLY, self);
135 if(trace_fraction >= 1)
137 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
139 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
143 if(self.realowner.playerid != self.playerid)
145 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
148 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
150 spamsound(self, CH_SHOTS, SND(PORTO_BOUNCE), VOL_BASE, ATTEN_NORM);
152 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
153 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
155 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
157 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
160 Portal_ClearAll_PortalsOnly(self.realowner);
162 else if(self.cnt == 0)
165 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
167 sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
168 trace_plane_normal = norm;
169 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
174 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
175 trace_plane_normal = norm;
179 else if(self.cnt == 1)
182 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
184 sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
185 trace_plane_normal = norm;
186 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
191 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
192 trace_plane_normal = norm;
196 else if(self.effects & EF_RED)
198 self.effects += EF_BLUE - EF_RED;
199 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
201 sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
202 trace_plane_normal = norm;
203 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
204 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
205 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
206 CSQCProjectile(self, true, PROJECTILE_PORTO_BLUE, true); // change type
210 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
211 trace_plane_normal = norm;
212 Portal_ClearAll_PortalsOnly(self.realowner);
218 if(self.realowner.portal_in.portal_id == self.portal_id)
220 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
222 sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
223 trace_plane_normal = norm;
224 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
229 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
230 Portal_ClearAll_PortalsOnly(self.realowner);
236 sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
237 Portal_ClearAll_PortalsOnly(self.realowner);
243 void W_Porto_Attack(float type)
247 W_SetupShot(self, false, 4, SND(PORTO_FIRE), CH_WEAPON_A, 0);
248 // always shoot from the eye
249 w_shotdir = v_forward;
250 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
252 //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
256 gren.owner = gren.realowner = self;
257 gren.playerid = self.playerid;
258 gren.classname = "porto";
259 gren.bot_dodge = true;
260 gren.bot_dodgerating = 200;
261 gren.movetype = MOVETYPE_BOUNCEMISSILE;
262 PROJECTILE_MAKETRIGGER(gren);
263 gren.effects = EF_RED;
265 setorigin(gren, w_shotorg);
266 setsize(gren, '0 0 0', '0 0 0');
268 gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
269 gren.think = W_Porto_Think;
270 gren.touch = W_Porto_Touch;
272 if(self.items & ITEM_Strength.m_itemid)
273 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
275 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
277 gren.angles = vectoangles(gren.velocity);
278 gren.flags = FL_PROJECTILE;
280 gren.portal_id = time;
281 self.porto_current = gren;
282 gren.playerid = self.playerid;
283 fixedmakevectors(fixedvectoangles(gren.velocity));
284 gren.right_vector = v_right;
286 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
289 CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true);
291 CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
293 MUTATOR_CALLHOOK(EditProjectile, self, gren);
296 METHOD(PortoLaunch, wr_aim, void(entity thiswep))
299 self.BUTTON_ATCK = false;
300 self.BUTTON_ATCK2 = false;
301 if(!WEP_CVAR(porto, secondary))
302 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
303 self.BUTTON_ATCK = true;
305 METHOD(PortoLaunch, wr_config, void(entity this))
307 PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
309 METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
311 if(WEP_CVAR(porto, secondary))
314 if(!actor.porto_current)
315 if(!actor.porto_forbidden)
316 if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
319 weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
323 if(!actor.porto_current)
324 if(!actor.porto_forbidden)
325 if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(porto, refire)))
328 weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
333 if(actor.porto_v_angle_held)
337 actor.porto_v_angle_held = 0;
339 ClientData_Touch(actor);
346 actor.porto_v_angle = actor.v_angle;
347 actor.porto_v_angle_held = 1;
349 ClientData_Touch(actor);
352 if(actor.porto_v_angle_held)
353 makevectors(actor.porto_v_angle); // override the previously set angles
356 if(!actor.porto_current)
357 if(!actor.porto_forbidden)
358 if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
361 weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
365 METHOD(PortoLaunch, wr_checkammo1, bool(entity this))
367 // always allow infinite ammo
370 METHOD(PortoLaunch, wr_checkammo2, bool(entity this))
372 // always allow infinite ammo
375 METHOD(PortoLaunch, wr_init, void(entity this))
377 PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
379 METHOD(PortoLaunch, wr_setup, void(entity thiswep))
382 self.ammo_field = ammo_none;
384 METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep))
387 self.porto_current = world;
391 METHOD(PortoLaunch, wr_impacteffect, void(entity this)) {
392 LOG_WARNING("Since when does Porto send DamageInfo?\n");