/* 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, NEW(PortoLaunch));
-
-#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)
+REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch));
#ifdef SVQC
-PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity porto_current;
.vector porto_v_angle; // holds "held" view angles
.float porto_v_angle_held;
.vector right_vector;
+.float porto_forbidden;
#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-#include "../../triggers/trigger/jumppads.qh"
+#include <common/triggers/trigger/jumppads.qh>
spawnfunc(weapon_porto) { weapon_defaultspawnfunc(this, WEP_PORTO); }
-void W_Porto_Success(void)
+REGISTER_MUTATOR(porto_ticker, true);
+MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
+ FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.porto_forbidden = max(0, it.porto_forbidden - 1)));
+}
+
+void W_Porto_Success()
{SELFPARAM();
if(self.realowner == world)
{
}
}
-void W_Porto_Think(void)
+void W_Porto_Think()
{SELFPARAM();
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()
{SELFPARAM();
vector norm;
norm = trace_plane_normal;
if(trace_ent.iscreature)
{
- traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN.z, MOVE_WORLDONLY, self);
+ traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * STAT(PL_MIN, NULL).z, MOVE_WORLDONLY, self);
if(trace_fraction >= 1)
return;
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
//Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- gren = spawn();
+ gren = new(porto);
gren.cnt = type;
gren.owner = gren.realowner = self;
gren.playerid = self.playerid;
- gren.classname = "porto";
gren.bot_dodge = true;
gren.bot_dodgerating = 200;
gren.movetype = MOVETYPE_BOUNCEMISSILE;
if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
self.BUTTON_ATCK = true;
}
- METHOD(PortoLaunch, wr_config, void(entity this))
- {
- PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(WEP_CVAR(porto, secondary))
{
- if(fire1)
+ if(fire & 1)
if(!actor.porto_current)
if(!actor.porto_forbidden)
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(0);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
- if(fire2)
+ if(fire & 2)
if(!actor.porto_current)
if(!actor.porto_forbidden)
- if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(porto, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
{
W_Porto_Attack(1);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
}
}
else
{
if(actor.porto_v_angle_held)
{
- if(!fire2)
+ if(!(fire & 2))
{
actor.porto_v_angle_held = 0;
}
else
{
- if(fire2)
+ if(fire & 2)
{
actor.porto_v_angle = actor.v_angle;
actor.porto_v_angle_held = 1;
if(actor.porto_v_angle_held)
makevectors(actor.porto_v_angle); // override the previously set angles
- if(fire1)
+ if(fire & 1)
if(!actor.porto_current)
if(!actor.porto_forbidden)
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(-1);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
}
}
// always allow infinite ammo
return true;
}
- METHOD(PortoLaunch, wr_init, void(entity this))
- {
- PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(PortoLaunch, wr_setup, void(entity thiswep))
{
SELFPARAM();