.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"
-void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
+spawnfunc(weapon_porto) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
+
+REGISTER_MUTATOR(porto_ticker, true);
+MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
+ entity e;
+ FOR_EACH_PLAYER(e)
+ e.porto_forbidden = max(0, e.porto_forbidden - 1);
+}
void W_Porto_Success(void)
{SELFPARAM();
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 && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET(PORTO)))
{
setsize(self, '-16 -16 0', '16 16 32');
setorigin(self, self.origin + trace_plane_normal);
{
PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
}
- METHOD(PortoLaunch, wr_think, void(entity thiswep, bool fire1, bool fire2))
+ METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- SELFPARAM();
if(WEP_CVAR(porto, secondary))
{
if(fire1)
- if(!self.porto_current)
- if(!self.porto_forbidden)
- if(weapon_prepareattack(false, WEP_CVAR_PRI(porto, refire)))
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
if(fire2)
- if(!self.porto_current)
- if(!self.porto_forbidden)
- if(weapon_prepareattack(true, WEP_CVAR_SEC(porto, refire)))
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(porto, refire)))
{
W_Porto_Attack(1);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
}
}
else
{
- if(self.porto_v_angle_held)
+ if(actor.porto_v_angle_held)
{
if(!fire2)
{
- self.porto_v_angle_held = 0;
+ actor.porto_v_angle_held = 0;
- ClientData_Touch(self);
+ ClientData_Touch(actor);
}
}
else
{
if(fire2)
{
- self.porto_v_angle = self.v_angle;
- self.porto_v_angle_held = 1;
+ actor.porto_v_angle = actor.v_angle;
+ actor.porto_v_angle_held = 1;
- ClientData_Touch(self);
+ ClientData_Touch(actor);
}
}
- if(self.porto_v_angle_held)
- makevectors(self.porto_v_angle); // override the previously set angles
+ if(actor.porto_v_angle_held)
+ makevectors(actor.porto_v_angle); // override the previously set angles
if(fire1)
- if(!self.porto_current)
- if(!self.porto_forbidden)
- if(weapon_prepareattack(false, WEP_CVAR_PRI(porto, refire)))
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(-1);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
}
}