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_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
else
//vector v_angle_save;
if(g_nexball) { return w_nexball_weapon(req); }
-
+
switch(req)
{
case WR_AIM:
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;
}
case WR_CONFIG:
{
- PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
return true;
}
case WR_THINK:
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
}
-
+
return true;
}
case WR_INIT:
precache_sound("porto/explode.wav");
precache_sound("porto/fire.wav");
precache_sound("porto/unsupported.wav");
- PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+ PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
case WR_SETUP: