void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
void W_Porto_Success(void)
-{
+{SELFPARAM();
if(self.realowner == world)
{
objerror("Cannot succeed successfully: no owner\n");
string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
void W_Porto_Fail(float failhard)
-{
+{SELFPARAM();
if(self.realowner == world)
{
objerror("Cannot fail successfully: no owner\n");
}
void W_Porto_Remove(entity p)
-{
+{SELFPARAM();
if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
{
entity oldself;
}
void W_Porto_Think(void)
-{
+{SELFPARAM();
trace_plane_normal = '0 0 0';
if(self.realowner.playerid != self.playerid)
remove(self);
}
void W_Porto_Touch(void)
-{
+{SELFPARAM();
vector norm;
// do not use PROJECTILE_TOUCH here
}
void W_Porto_Attack(float type)
-{
+{SELFPARAM();
entity gren;
W_SetupShot(self, false, 4, "porto/fire.wav", CH_WEAPON_A, 0);
bool w_nexball_weapon(int req); // WEAPONTODO
bool W_Porto(int req)
-{
+{SELFPARAM();
//vector v_angle_save;
if(g_nexball) { return w_nexball_weapon(req); }
#endif
#ifdef CSQC
bool W_Porto(int req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: