+#include "porto.qh"
#ifndef IMPLEMENTATION
CLASS(PortoLaunch, Weapon)
-/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none)
-/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0)
+/* 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
+#ifdef GAMEQC
/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
#endif
/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
delete(this);
}
-string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
+string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity);
void W_Porto_Fail(entity this, float failhard)
{
if(this.realowner == NULL)
if(move_out_of_solid(this))
{
this.flags = FL_ITEM;
+ IL_PUSH(g_items, this);
this.velocity = trigger_push_calculatevelocity(this.origin, this.realowner, 128);
tracetoss(this, this);
if(vdist(trace_endpos - this.realowner.origin, <, 128))
{
- W_ThrowNewWeapon(this.realowner, WEP_PORTO.m_id, 0, this.origin, this.velocity);
+ .entity weaponentity = this.weaponentity_fld;
+ W_ThrowNewWeapon(this.realowner, WEP_PORTO.m_id, 0, this.origin, this.velocity, weaponentity);
Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
}
}
norm = trace_plane_normal;
if(trace_ent.iscreature)
{
- traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * STAT(PL_MIN, NULL).z, MOVE_WORLDONLY, this);
+ // TODO: why not use entity size?
+ traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_CONST.z, MOVE_WORLDONLY, this);
if(trace_fraction >= 1)
return;
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
delete(this);
}
- else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+ else if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) || (trace_dphitcontents & DPCONTENTS_PLAYERCLIP))
{
- spamsound(this, CH_SHOTS, SND(PORTO_BOUNCE), VOL_BASE, ATTEN_NORM);
+ spamsound(this, CH_SHOTS, SND_PORTO_BOUNCE, VOL_BASE, ATTEN_NORM);
// just reflect
this.right_vector = this.right_vector - 2 * trace_plane_normal * (this.right_vector * trace_plane_normal);
this.angles = vectoangles(this.velocity - 2 * trace_plane_normal * (this.velocity * trace_plane_normal));
}
}
-void W_Porto_Attack(entity actor, float type)
+void W_Porto_Attack(entity actor, .entity weaponentity, float type)
{
entity gren;
- W_SetupShot(actor, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0);
+ W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0);
// always shoot from the eye
w_shotdir = v_forward;
w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
//Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
gren = new(porto);
+ gren.weaponentity_fld = weaponentity;
gren.cnt = type;
gren.owner = gren.realowner = actor;
gren.playerid = actor.playerid;
gren.angles = vectoangles(gren.velocity);
gren.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, gren);
+ IL_PUSH(g_bot_dodge, gren);
gren.portal_id = time;
actor.porto_current = gren;
MUTATOR_CALLHOOK(EditProjectile, actor, gren);
}
-METHOD(PortoLaunch, wr_aim, void(entity thiswep, entity actor))
+METHOD(PortoLaunch, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
PHYS_INPUT_BUTTON_ATCK(actor) = false;
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
if(!WEP_CVAR(porto, secondary))
- if(bot_aim(actor, 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))
PHYS_INPUT_BUTTON_ATCK(actor) = true;
}
METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
if(!actor.porto_forbidden)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
{
- W_Porto_Attack(actor, 0);
+ W_Porto_Attack(actor, weaponentity, 0);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
if(!actor.porto_forbidden)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
{
- W_Porto_Attack(actor, 1);
+ W_Porto_Attack(actor, weaponentity, 1);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
}
}
else
{
- if(actor.porto_v_angle_held)
+ if(actor.(weaponentity).porto_v_angle_held)
{
if(!(fire & 2))
- {
- actor.porto_v_angle_held = 0;
-
- ClientData_Touch(actor);
- }
+ actor.(weaponentity).porto_v_angle_held = 0;
}
else
{
if(fire & 2)
{
- actor.porto_v_angle = actor.v_angle;
- actor.porto_v_angle_held = 1;
-
- ClientData_Touch(actor);
+ actor.(weaponentity).porto_v_angle = actor.v_angle;
+ actor.(weaponentity).porto_v_angle_held = 1;
}
}
- if(actor.porto_v_angle_held)
- makevectors(actor.porto_v_angle); // override the previously set angles
+ if(actor.(weaponentity).porto_v_angle_held)
+ makevectors(actor.(weaponentity).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(actor, -1);
+ W_Porto_Attack(actor, weaponentity, -1);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
}
}
-METHOD(PortoLaunch, wr_checkammo1, bool(entity thiswep, entity this))
+METHOD(PortoLaunch, wr_checkammo1, bool(entity thiswep, entity this, .entity weaponentity))
{
// always allow infinite ammo
return true;
}
-METHOD(PortoLaunch, wr_checkammo2, bool(entity thiswep, entity this))
+METHOD(PortoLaunch, wr_checkammo2, bool(entity thiswep, entity this, .entity weaponentity))
{
// always allow infinite ammo
return true;
}
-METHOD(PortoLaunch, wr_setup, void(entity thiswep, entity actor))
-{
- actor.ammo_field = ammo_none;
-}
METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep, entity actor))
{
actor.porto_current = NULL;
#endif
#ifdef CSQC
METHOD(PortoLaunch, wr_impacteffect, void(entity this, entity actor)) {
- LOG_WARNING("Since when does Porto send DamageInfo?\n");
+ LOG_WARN("Since when does Porto send DamageInfo?");
}
#endif
#endif