#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ PORTO,
-/* function */ w_porto,
-/* ammotype */ 0,
-/* impulse */ 0,
-/* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
-/* rating */ 0,
-/* model */ "porto" ,
-/* netname */ "porto",
-/* fullname */ _("Port-O-Launch")
+/* WEP_##id */ PORTO,
+/* function */ W_Porto,
+/* ammotype */ ammo_none,
+/* impulse */ 0,
+/* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
+/* rating */ 0,
+/* color */ '0.5 0.5 0.5',
+/* modelname */ "porto",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairporto 0.6",
+/* wepimg */ "weaponporto",
+/* refname */ "porto",
+/* wepname */ _("Port-O-Launch")
);
-#define PORTO_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
- WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
- WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
+#define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, NONE, secondary) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
-PORTO_SETTINGS(porto)
+PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity porto_current;
.vector porto_v_angle; // holds "held" view angles
.float porto_v_angle_held;
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
+void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO); }
-void W_Porto_Success (void)
+void W_Porto_Success(void)
{
if(self.realowner == world)
{
}
string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
-void W_Porto_Fail (float failhard)
+void W_Porto_Fail(float failhard)
{
if(self.realowner == world)
{
self.realowner.porto_current = world;
- if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !WEPSET_CONTAINS_EW(self.realowner, WEP_PORTO))
+ if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
{
- setsize (self, '-16 -16 0', '16 16 32');
+ setsize(self, '-16 -16 0', '16 16 32');
setorigin(self, self.origin + trace_plane_normal);
if(move_out_of_solid(self))
{
remove(self);
}
-void W_Porto_Remove (entity p)
+void W_Porto_Remove(entity p)
{
if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
{
}
}
-void W_Porto_Think (void)
+void W_Porto_Think(void)
{
trace_plane_normal = '0 0 0';
if(self.realowner.playerid != self.playerid)
W_Porto_Fail(0);
}
-void W_Porto_Touch (void)
+void W_Porto_Touch(void)
{
vector norm;
if(self.realowner.playerid != self.playerid)
{
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
remove(self);
}
else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
{
- spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
// just reflect
self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
}
else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
W_Porto_Fail(0);
if(self.cnt < 0)
Portal_ClearAll_PortalsOnly(self.realowner);
// in-portal only
if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
{
- sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
centerprint(self.realowner, "^1In^7-portal created.");
W_Porto_Success();
}
else
{
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
W_Porto_Fail(0);
}
// out-portal only
if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
{
- sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
centerprint(self.realowner, "^4Out^7-portal created.");
W_Porto_Success();
}
else
{
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
W_Porto_Fail(0);
}
self.effects += EF_BLUE - EF_RED;
if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
{
- sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
centerprint(self.realowner, "^1In^7-portal created.");
self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
}
else
{
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
Portal_ClearAll_PortalsOnly(self.realowner);
W_Porto_Fail(0);
{
if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
{
- sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
centerprint(self.realowner, "^4Out^7-portal created.");
W_Porto_Success();
}
else
{
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
Portal_ClearAll_PortalsOnly(self.realowner);
W_Porto_Fail(0);
}
}
else
{
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
Portal_ClearAll_PortalsOnly(self.realowner);
W_Porto_Fail(0);
}
}
}
-void W_Porto_Attack (float type)
+void W_Porto_Attack(float type)
{
entity gren;
- W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
+ W_SetupShot(self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
// always shoot from the eye
w_shotdir = v_forward;
w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
//pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- gren = spawn ();
+ gren = spawn();
gren.cnt = type;
gren.owner = gren.realowner = self;
gren.playerid = self.playerid;
gren.touch = W_Porto_Touch;
if(self.items & IT_STRENGTH)
- W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
+ W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
else
- W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
+ W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
- gren.angles = vectoangles (gren.velocity);
+ gren.angles = vectoangles(gren.velocity);
gren.flags = FL_PROJECTILE;
gren.portal_id = time;
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
-float w_nexball_weapon(float req);
-float w_porto(float req)
+float w_nexball_weapon(float req); // WEAPONTODO
+float W_Porto(float req)
{
//vector v_angle_save;
- if (g_nexball) { return w_nexball_weapon(req); }
+ if(g_nexball) { return w_nexball_weapon(req); }
switch(req)
{
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(PORTO_SETTINGS(porto))
+ PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_THINK:
{
if(WEP_CVAR(porto, secondary))
{
- if (self.BUTTON_ATCK)
- if (!self.porto_current)
- if (!self.porto_forbidden)
- if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+ if(self.BUTTON_ATCK)
+ if(!self.porto_current)
+ if(!self.porto_forbidden)
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(0);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
- if (self.BUTTON_ATCK2)
- if (!self.porto_current)
- if (!self.porto_forbidden)
- if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
+ if(self.BUTTON_ATCK2)
+ if(!self.porto_current)
+ if(!self.porto_forbidden)
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
{
W_Porto_Attack(1);
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
if(self.porto_v_angle_held)
makevectors(self.porto_v_angle); // override the previously set angles
- if (self.BUTTON_ATCK)
- if (!self.porto_current)
- if (!self.porto_forbidden)
- if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+ if(self.BUTTON_ATCK)
+ if(!self.porto_current)
+ if(!self.porto_forbidden)
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(-1);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
case WR_INIT:
{
- precache_model ("models/weapons/g_porto.md3");
- precache_model ("models/weapons/v_porto.md3");
- precache_model ("models/weapons/h_porto.iqm");
- precache_model ("models/portal.md3");
- precache_sound ("porto/bounce.wav");
- precache_sound ("porto/create.wav");
- precache_sound ("porto/expire.wav");
- precache_sound ("porto/explode.wav");
- precache_sound ("porto/fire.wav");
- precache_sound ("porto/unsupported.wav");
- WEP_SET_PROPS(PORTO_SETTINGS(porto), WEP_PORTO)
+ precache_model("models/weapons/g_porto.md3");
+ precache_model("models/weapons/v_porto.md3");
+ precache_model("models/weapons/h_porto.iqm");
+ precache_model("models/portal.md3");
+ precache_sound("porto/bounce.wav");
+ precache_sound("porto/create.wav");
+ precache_sound("porto/expire.wav");
+ precache_sound("porto/explode.wav");
+ precache_sound("porto/fire.wav");
+ precache_sound("porto/unsupported.wav");
+ PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- self.current_ammo = ammo_none;
+ self.ammo_field = ammo_none;
return TRUE;
}
case WR_RESETPLAYER:
return TRUE;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
-float w_porto(float req)
+float W_Porto(float req)
{
switch(req)
{
// nothing to do
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
- return TRUE;
+ return FALSE;
}
#endif
#endif