4 /* function */ W_Porto,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
9 /* color */ '0.5 0.5 0.5',
10 /* modelname */ "porto",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairporto 0.6",
13 /* wepimg */ "weaponporto",
14 /* refname */ "porto",
15 /* wepname */ _("Port-O-Launch")
18 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
19 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, animtime) \
21 w_cvar(id, sn, BOTH, lifetime) \
22 w_cvar(id, sn, BOTH, refire) \
23 w_cvar(id, sn, BOTH, speed) \
24 w_cvar(id, sn, NONE, secondary) \
25 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
26 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
27 w_prop(id, sn, string, weaponreplace, weaponreplace) \
28 w_prop(id, sn, float, weaponstart, weaponstart) \
29 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
30 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
33 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
34 .entity porto_current;
35 .vector porto_v_angle; // holds "held" view angles
36 .float porto_v_angle_held;
42 #include "../triggers/trigger/jumppads.qh"
44 void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
46 void W_Porto_Success(void)
48 if(self.realowner == world)
50 objerror("Cannot succeed successfully: no owner\n");
54 self.realowner.porto_current = world;
58 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
59 void W_Porto_Fail(float failhard)
61 if(self.realowner == world)
63 objerror("Cannot fail successfully: no owner\n");
70 Portal_ClearWithID(self.realowner, self.portal_id);
73 self.realowner.porto_current = world;
75 if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
77 setsize(self, '-16 -16 0', '16 16 32');
78 setorigin(self, self.origin + trace_plane_normal);
79 if(move_out_of_solid(self))
82 self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
83 tracetoss(self, self);
84 if(vlen(trace_endpos - self.realowner.origin) < 128)
86 W_ThrowNewWeapon(self.realowner, WEP_PORTO.m_id, 0, self.origin, self.velocity);
87 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
94 void W_Porto_Remove(entity p)
96 if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
100 self = p.porto_current;
106 void W_Porto_Think(void)
108 trace_plane_normal = '0 0 0';
109 if(self.realowner.playerid != self.playerid)
115 void W_Porto_Touch(void)
119 // do not use PROJECTILE_TOUCH here
120 // FIXME but DO handle warpzones!
122 if(other.classname == "portal")
123 return; // handled by the portal
125 norm = trace_plane_normal;
126 if(trace_ent.iscreature)
128 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN.z, MOVE_WORLDONLY, self);
129 if(trace_fraction >= 1)
131 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
133 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
137 if(self.realowner.playerid != self.playerid)
139 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
142 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
144 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
146 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
147 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
149 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
151 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
154 Portal_ClearAll_PortalsOnly(self.realowner);
156 else if(self.cnt == 0)
159 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
161 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
162 trace_plane_normal = norm;
163 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
168 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
169 trace_plane_normal = norm;
173 else if(self.cnt == 1)
176 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
178 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
179 trace_plane_normal = norm;
180 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
185 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
186 trace_plane_normal = norm;
190 else if(self.effects & EF_RED)
192 self.effects += EF_BLUE - EF_RED;
193 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
195 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
196 trace_plane_normal = norm;
197 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
198 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
199 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
200 CSQCProjectile(self, true, PROJECTILE_PORTO_BLUE, true); // change type
204 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
205 trace_plane_normal = norm;
206 Portal_ClearAll_PortalsOnly(self.realowner);
212 if(self.realowner.portal_in.portal_id == self.portal_id)
214 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
216 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
217 trace_plane_normal = norm;
218 Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
223 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
224 Portal_ClearAll_PortalsOnly(self.realowner);
230 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
231 Portal_ClearAll_PortalsOnly(self.realowner);
237 void W_Porto_Attack(float type)
241 W_SetupShot(self, false, 4, "porto/fire.wav", CH_WEAPON_A, 0);
242 // always shoot from the eye
243 w_shotdir = v_forward;
244 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
246 //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
250 gren.owner = gren.realowner = self;
251 gren.playerid = self.playerid;
252 gren.classname = "porto";
253 gren.bot_dodge = true;
254 gren.bot_dodgerating = 200;
255 gren.movetype = MOVETYPE_BOUNCEMISSILE;
256 PROJECTILE_MAKETRIGGER(gren);
257 gren.effects = EF_RED;
259 setorigin(gren, w_shotorg);
260 setsize(gren, '0 0 0', '0 0 0');
262 gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
263 gren.think = W_Porto_Think;
264 gren.touch = W_Porto_Touch;
266 if(self.items & ITEM_Strength.m_itemid)
267 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
269 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
271 gren.angles = vectoangles(gren.velocity);
272 gren.flags = FL_PROJECTILE;
274 gren.portal_id = time;
275 self.porto_current = gren;
276 gren.playerid = self.playerid;
277 fixedmakevectors(fixedvectoangles(gren.velocity));
278 gren.right_vector = v_right;
280 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
283 CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true);
285 CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
287 MUTATOR_CALLHOOK(EditProjectile, self, gren);
290 bool w_nexball_weapon(int req); // WEAPONTODO
291 bool W_Porto(int req)
293 //vector v_angle_save;
295 if(g_nexball) { return w_nexball_weapon(req); }
301 self.BUTTON_ATCK = false;
302 self.BUTTON_ATCK2 = false;
303 if(!WEP_CVAR(porto, secondary))
304 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
305 self.BUTTON_ATCK = true;
311 PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
316 if(WEP_CVAR(porto, secondary))
319 if(!self.porto_current)
320 if(!self.porto_forbidden)
321 if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
324 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
327 if(self.BUTTON_ATCK2)
328 if(!self.porto_current)
329 if(!self.porto_forbidden)
330 if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
333 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
338 if(self.porto_v_angle_held)
340 if(!self.BUTTON_ATCK2)
342 self.porto_v_angle_held = 0;
344 ClientData_Touch(self);
349 if(self.BUTTON_ATCK2)
351 self.porto_v_angle = self.v_angle;
352 self.porto_v_angle_held = 1;
354 ClientData_Touch(self);
357 if(self.porto_v_angle_held)
358 makevectors(self.porto_v_angle); // override the previously set angles
361 if(!self.porto_current)
362 if(!self.porto_forbidden)
363 if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
366 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
375 // always allow infinite ammo
380 precache_model(W_Model("g_porto.md3"));
381 precache_model(W_Model("v_porto.md3"));
382 precache_model(W_Model("h_porto.iqm"));
383 precache_model("models/portal.md3");
384 precache_sound("porto/bounce.wav");
385 precache_sound("porto/create.wav");
386 precache_sound("porto/expire.wav");
387 precache_sound("porto/explode.wav");
388 precache_sound("porto/fire.wav");
389 precache_sound("porto/unsupported.wav");
390 PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
395 self.ammo_field = ammo_none;
400 self.porto_current = world;
408 bool W_Porto(int req)
412 case WR_IMPACTEFFECT:
414 LOG_INFO("Since when does Porto send DamageInfo?\n");
424 // no weapon specific image for this weapon