#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* 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(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)
+CLASS(PortoLaunch, Weapon)
+/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none)
+/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0)
+/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON);
+/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
+/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
+/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
+#ifndef MENUQC
+/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
+#endif
+/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
+/* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
+/* refname */ ATTRIB(PortoLaunch, netname, string, "porto");
+/* wepname */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, PortoLaunch, porto)
+#undef X
+ENDCLASS(PortoLaunch)
+REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch));
#ifdef SVQC
-PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity porto_current;
.vector porto_v_angle; // holds "held" view angles
.float porto_v_angle_held;
.vector right_vector;
+.float porto_forbidden;
#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-#include "../../triggers/trigger/jumppads.qh"
+#include <common/triggers/trigger/jumppads.qh>
+
+spawnfunc(weapon_porto) { weapon_defaultspawnfunc(this, WEP_PORTO); }
-void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
+REGISTER_MUTATOR(porto_ticker, true);
+MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
+ FOREACH_CLIENT(IS_PLAYER(it), it.porto_forbidden = max(0, it.porto_forbidden - 1));
+}
-void W_Porto_Success(void)
+void W_Porto_Success()
{SELFPARAM();
if(self.realowner == world)
{
self.realowner.porto_current = world;
- if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
+ if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && !IS_DEAD(self.realowner) && !(self.realowner.weapons & WEPSET(PORTO)))
{
setsize(self, '-16 -16 0', '16 16 32');
setorigin(self, self.origin + trace_plane_normal);
self.flags = FL_ITEM;
self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
tracetoss(self, self);
- if(vlen(trace_endpos - self.realowner.origin) < 128)
+ if(vdist(trace_endpos - self.realowner.origin, <, 128))
{
W_ThrowNewWeapon(self.realowner, WEP_PORTO.m_id, 0, self.origin, self.velocity);
Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
}
}
-void W_Porto_Think(void)
+void W_Porto_Think()
{SELFPARAM();
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()
{SELFPARAM();
vector norm;
norm = trace_plane_normal;
if(trace_ent.iscreature)
{
- traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN.z, MOVE_WORLDONLY, self);
+ traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * STAT(PL_MIN, NULL).z, MOVE_WORLDONLY, self);
if(trace_fraction >= 1)
return;
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
//Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- gren = spawn();
+ gren = new(porto);
gren.cnt = type;
gren.owner = gren.realowner = self;
gren.playerid = self.playerid;
- gren.classname = "porto";
gren.bot_dodge = true;
gren.bot_dodgerating = 200;
gren.movetype = MOVETYPE_BOUNCEMISSILE;
MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
-bool w_nexball_weapon(int req); // WEAPONTODO
-bool W_Porto(int req)
-{SELFPARAM();
- //vector v_angle_save;
-
- if(g_nexball) { return w_nexball_weapon(req); }
-
- switch(req)
- {
- case WR_AIM:
- {
- self.BUTTON_ATCK = false;
- self.BUTTON_ATCK2 = false;
- if(!WEP_CVAR(porto, secondary))
- if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
- self.BUTTON_ATCK = true;
-
- return true;
- }
- case WR_CONFIG:
- {
- 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)))
- {
- 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)))
- {
- W_Porto_Attack(1);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
- }
- }
- else
- {
- if(self.porto_v_angle_held)
- {
- if(!self.BUTTON_ATCK2)
- {
- self.porto_v_angle_held = 0;
-
- ClientData_Touch(self);
- }
- }
- else
- {
- if(self.BUTTON_ATCK2)
- {
- self.porto_v_angle = self.v_angle;
- self.porto_v_angle_held = 1;
-
- ClientData_Touch(self);
- }
- }
- 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)))
- {
- W_Porto_Attack(-1);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
- }
- }
-
- return true;
- }
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
- {
- // always allow infinite ammo
- return true;
- }
- case WR_INIT:
- {
- PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
- }
- case WR_SETUP:
- {
- self.ammo_field = ammo_none;
- return true;
- }
- case WR_RESETPLAYER:
- {
- self.porto_current = world;
- return true;
- }
- }
- return false;
+METHOD(PortoLaunch, wr_aim, void(entity thiswep))
+{
+ SELFPARAM();
+ PHYS_INPUT_BUTTON_ATCK(self) = false;
+ PHYS_INPUT_BUTTON_ATCK2(self) = false;
+ if(!WEP_CVAR(porto, secondary))
+ if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
+ PHYS_INPUT_BUTTON_ATCK(self) = true;
+}
+METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(porto, secondary))
+ {
+ if(fire & 1)
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
+ {
+ W_Porto_Attack(0);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ }
+
+ if(fire & 2)
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
+ {
+ W_Porto_Attack(1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+ }
+ }
+ else
+ {
+ if(actor.porto_v_angle_held)
+ {
+ if(!(fire & 2))
+ {
+ actor.porto_v_angle_held = 0;
+
+ ClientData_Touch(actor);
+ }
+ }
+ else
+ {
+ if(fire & 2)
+ {
+ actor.porto_v_angle = actor.v_angle;
+ actor.porto_v_angle_held = 1;
+
+ ClientData_Touch(actor);
+ }
+ }
+ if(actor.porto_v_angle_held)
+ makevectors(actor.porto_v_angle); // override the previously set angles
+
+ if(fire & 1)
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
+ {
+ W_Porto_Attack(-1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ }
+ }
+}
+METHOD(PortoLaunch, wr_checkammo1, bool(entity this))
+{
+ // always allow infinite ammo
+ return true;
+}
+METHOD(PortoLaunch, wr_checkammo2, bool(entity this))
+{
+ // always allow infinite ammo
+ return true;
+}
+METHOD(PortoLaunch, wr_setup, void(entity thiswep))
+{
+ SELFPARAM();
+ self.ammo_field = ammo_none;
+}
+METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep))
+{
+ SELFPARAM();
+ self.porto_current = world;
}
#endif
#ifdef CSQC
-bool W_Porto(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- LOG_INFO("Since when does Porto send DamageInfo?\n");
- return true;
- }
- case WR_INIT:
- {
- // nothing to do
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
+METHOD(PortoLaunch, wr_impacteffect, void(entity this)) {
+ LOG_WARNING("Since when does Porto send DamageInfo?\n");
}
#endif
#endif