#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ PORTO,
-/* function */ w_porto,
-/* ammotype */ 0,
-/* impulse */ 0,
-/* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
-/* rating */ 0,
-/* model */ "porto" ,
-/* netname */ "porto",
-/* fullname */ _("Port-O-Launch")
+/* WEP_##id */ PORTO,
+/* function */ W_Porto,
+/* ammotype */ ammo_none,
+/* impulse */ 0,
+/* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
+/* rating */ 0,
+/* color */ '0.5 0.5 0.5',
+/* modelname */ "porto",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairporto 0.6",
+/* wepimg */ "weaponporto",
+/* refname */ "porto",
+/* wepname */ _("Port-O-Launch")
);
-#define PORTO_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_PORTO, porto, MO_BOTH, animtime) \
- w_cvar(WEP_PORTO, porto, MO_BOTH, lifetime) \
- w_cvar(WEP_PORTO, porto, MO_BOTH, refire) \
- w_cvar(WEP_PORTO, porto, MO_BOTH, speed) \
- w_cvar(WEP_PORTO, porto, MO_NONE, secondary) \
- w_prop(WEP_PORTO, porto, reloading_ammo, reload_ammo) \
- w_prop(WEP_PORTO, porto, reloading_time, reload_time) \
- w_prop(WEP_PORTO, porto, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_PORTO, porto, switchdelay_drop, switchdelay_drop)
+#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
+#define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, NONE, secondary) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
+void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO); }
-void W_Porto_Success (void)
+void W_Porto_Success(void)
{
if(self.realowner == world)
{
}
string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
-void W_Porto_Fail (float failhard)
+void W_Porto_Fail(float failhard)
{
if(self.realowner == world)
{
if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
{
- setsize (self, '-16 -16 0', '16 16 32');
+ setsize(self, '-16 -16 0', '16 16 32');
setorigin(self, self.origin + trace_plane_normal);
if(move_out_of_solid(self))
{
if(vlen(trace_endpos - self.realowner.origin) < 128)
{
W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
- centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
}
}
}
remove(self);
}
-void W_Porto_Remove (entity p)
+void W_Porto_Remove(entity p)
{
if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
{
}
}
-void W_Porto_Think (void)
+void W_Porto_Think(void)
{
trace_plane_normal = '0 0 0';
if(self.realowner.playerid != self.playerid)
W_Porto_Fail(0);
}
-void W_Porto_Touch (void)
+void W_Porto_Touch(void)
{
vector norm;
{
sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
- centerprint(self.realowner, "^1In^7-portal created.");
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
W_Porto_Success();
}
else
{
sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
- centerprint(self.realowner, "^4Out^7-portal created.");
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
W_Porto_Success();
}
else
{
sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
- centerprint(self.realowner, "^1In^7-portal created.");
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
- CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
+ CSQCProjectile(self, true, PROJECTILE_PORTO_BLUE, true); // change type
}
else
{
{
sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
trace_plane_normal = norm;
- centerprint(self.realowner, "^4Out^7-portal created.");
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
W_Porto_Success();
}
else
}
}
-void W_Porto_Attack (float type)
+void W_Porto_Attack(float type)
{
entity gren;
- W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
+ W_SetupShot(self, false, 4, "porto/fire.wav", CH_WEAPON_A, 0);
// always shoot from the eye
w_shotdir = v_forward;
w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
//pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- gren = spawn ();
+ gren = spawn();
gren.cnt = type;
gren.owner = gren.realowner = self;
gren.playerid = self.playerid;
gren.classname = "porto";
- gren.bot_dodge = TRUE;
+ gren.bot_dodge = true;
gren.bot_dodgerating = 200;
gren.movetype = MOVETYPE_BOUNCEMISSILE;
PROJECTILE_MAKETRIGGER(gren);
gren.scale = 4;
setorigin(gren, w_shotorg);
setsize(gren, '0 0 0', '0 0 0');
-
+
gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
gren.think = W_Porto_Think;
gren.touch = W_Porto_Touch;
-
+
if(self.items & IT_STRENGTH)
- W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
+ W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
else
- W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
+ W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
- gren.angles = vectoangles (gren.velocity);
+ gren.angles = vectoangles(gren.velocity);
gren.flags = FL_PROJECTILE;
gren.portal_id = time;
gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
if(type > 0)
- CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
+ CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true);
else
- CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
+ CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
-float w_nexball_weapon(float req);
-float w_porto(float req)
+float w_nexball_weapon(float req); // WEAPONTODO
+float W_Porto(float req)
{
//vector v_angle_save;
- if (g_nexball) { return w_nexball_weapon(req); }
-
+ if(g_nexball) { return w_nexball_weapon(req); }
+
switch(req)
{
case WR_AIM:
{
- self.BUTTON_ATCK = FALSE;
- self.BUTTON_ATCK2 = FALSE;
+ self.BUTTON_ATCK = false;
+ self.BUTTON_ATCK2 = false;
if(!WEP_CVAR(porto, secondary))
- if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE))
- self.BUTTON_ATCK = TRUE;
-
- return TRUE;
+ if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
+ self.BUTTON_ATCK = true;
+
+ return true;
}
case WR_CONFIG:
{
- PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_THINK:
{
if(WEP_CVAR(porto, secondary))
{
- if (self.BUTTON_ATCK)
- if (!self.porto_current)
- if (!self.porto_forbidden)
- if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+ if(self.BUTTON_ATCK)
+ if(!self.porto_current)
+ if(!self.porto_forbidden)
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(0);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
- if (self.BUTTON_ATCK2)
- if (!self.porto_current)
- if (!self.porto_forbidden)
- if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
+ if(self.BUTTON_ATCK2)
+ if(!self.porto_current)
+ if(!self.porto_forbidden)
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
{
W_Porto_Attack(1);
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
if(self.porto_v_angle_held)
makevectors(self.porto_v_angle); // override the previously set angles
- if (self.BUTTON_ATCK)
- if (!self.porto_current)
- if (!self.porto_forbidden)
- if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+ if(self.BUTTON_ATCK)
+ if(!self.porto_current)
+ if(!self.porto_forbidden)
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(-1);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- precache_model ("models/weapons/g_porto.md3");
- precache_model ("models/weapons/v_porto.md3");
- precache_model ("models/weapons/h_porto.iqm");
- precache_model ("models/portal.md3");
- precache_sound ("porto/bounce.wav");
- precache_sound ("porto/create.wav");
- precache_sound ("porto/expire.wav");
- precache_sound ("porto/explode.wav");
- precache_sound ("porto/fire.wav");
- precache_sound ("porto/unsupported.wav");
- PORTO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
- return TRUE;
+ precache_model("models/weapons/g_porto.md3");
+ precache_model("models/weapons/v_porto.md3");
+ precache_model("models/weapons/h_porto.iqm");
+ precache_model("models/portal.md3");
+ precache_sound("porto/bounce.wav");
+ precache_sound("porto/create.wav");
+ precache_sound("porto/expire.wav");
+ precache_sound("porto/explode.wav");
+ precache_sound("porto/fire.wav");
+ precache_sound("porto/unsupported.wav");
+ PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_SETUP:
{
- self.current_ammo = ammo_none;
- return TRUE;
+ self.ammo_field = ammo_none;
+ return true;
}
case WR_RESETPLAYER:
{
self.porto_current = world;
- return TRUE;
+ return true;
}
}
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
-float w_porto(float req)
+float W_Porto(float req)
{
switch(req)
{
case WR_IMPACTEFFECT:
{
print("Since when does Porto send DamageInfo?\n");
- return TRUE;
+ return true;
}
case WR_INIT:
{
// nothing to do
- return TRUE;
+ return true;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return false;
}
}
- return TRUE;
+ return false;
}
#endif
#endif