#pragma once
+
+CLASS(PortoLaunch, Weapon)
+/* 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);
+/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
+/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
+/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
+#ifdef GAMEQC
+/* 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));
+
+SPAWNFUNC_WEAPON(weapon_porto, WEP_PORTO)
+
+#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);
+#endif