setthink(gren, W_Porto_Think);
settouch(gren, W_Porto_Touch);
- if(actor.items & ITEM_Strength.m_itemid)
+ // TODO: handle as mutator effect
+ if(StatusEffects_active(STATUSEFFECT_Strength, actor))
W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
else
W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
PHYS_INPUT_BUTTON_ATCK(actor) = false;
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
if(!WEP_CVAR(porto, secondary))
- if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
+ if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false, true))
PHYS_INPUT_BUTTON_ATCK(actor) = true;
}
METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))