#pragma once
CLASS(PortoLaunch, Weapon)
-/* ammotype */ ATTRIB(PortoLaunch, ammo_type, int, RESOURCE_NONE);
+/* spawnfunc */ ATTRIB(PortoLaunch, m_canonical_spawnfunc, string, "weapon_porto");
+/* ammotype */ ATTRIB(PortoLaunch, ammo_type, int, RES_NONE);
/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0);
-/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON | WEP_FLAG_NODUAL);
+/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON | WEP_FLAG_NODUAL | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
ENDCLASS(PortoLaunch)
REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch));
+SPAWNFUNC_WEAPON(weapon_porto, WEP_PORTO)
+
+#ifdef CSQC
+void Porto_Draw(entity this);
+#endif
+
#ifdef SVQC
.entity porto_current;
.vector porto_v_angle; // holds "held" view angles
.float porto_v_angle_held;
.vector right_vector;
.float porto_forbidden;
+
+void W_Porto_Fail(entity this, float failhard);
+void W_Porto_Remove (entity p);
#endif