#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(PORTO, w_porto, 0, 0, WEP_TYPE_OTHER, 0, "porto" , "porto", _("Port-O-Launch"))
+REGISTER_WEAPON(PORTO, w_porto, 0, 0, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON, 0, "porto" , "porto", _("Port-O-Launch"))
#else
#ifdef SVQC
.entity porto_current;
}
// no portals here!
- Portal_ClearWithID(self.realowner, self.portal_id);
+ if(self.cnt < 0)
+ {
+ Portal_ClearWithID(self.realowner, self.portal_id);
+ }
+
self.realowner.porto_current = world;
- if(!failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPBIT_PORTO))
+ if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPBIT_PORTO))
{
setsize (self, '-16 -16 0', '16 16 32');
setorigin(self, self.origin + trace_plane_normal);
void W_Porto_Remove (entity p)
{
- if(p.porto_current)
+ if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
{
entity oldself;
oldself = self;
vector norm;
// do not use PROJECTILE_TOUCH here
+ // FIXME but DO handle warpzones!
if(other.classname == "portal")
return; // handled by the portal
{
sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
W_Porto_Fail(0);
+ if(self.cnt < 0)
+ Portal_ClearAll_PortalsOnly(self.realowner);
+ }
+ else if(self.cnt == 0)
+ {
+ // in-portal only
+ if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
+ {
+ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
+ trace_plane_normal = norm;
+ centerprint(self.realowner, "^1In^7-portal created.");
+ W_Porto_Success();
+ }
+ else
+ {
+ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ trace_plane_normal = norm;
+ W_Porto_Fail(0);
+ }
+ }
+ else if(self.cnt == 1)
+ {
+ // out-portal only
+ if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
+ {
+ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
+ trace_plane_normal = norm;
+ centerprint(self.realowner, "^1Out^7-portal created.");
+ W_Porto_Success();
+ }
+ else
+ {
+ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ trace_plane_normal = norm;
+ W_Porto_Fail(0);
+ }
}
else if(self.effects & EF_RED)
{
{
sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
trace_plane_normal = norm;
+ Portal_ClearAll_PortalsOnly(self.realowner);
W_Porto_Fail(0);
}
}
else
{
sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ Portal_ClearAll_PortalsOnly(self.realowner);
W_Porto_Fail(0);
}
}
else
{
sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
+ Portal_ClearAll_PortalsOnly(self.realowner);
W_Porto_Fail(0);
}
}
}
-void W_Porto_Attack (void)
+void W_Porto_Attack (float type)
{
- local entity gren;
+ entity gren;
+
+ if(type == -1)
+ {
+ if not(self.items & IT_UNLIMITED_SUPERWEAPONS)
+ self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
+ }
- if not(self.items & IT_UNLIMITED_SUPERWEAPONS)
- self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
// always shoot from the eye
w_shotdir = v_forward;
//pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
gren = spawn ();
+ gren.cnt = type;
gren.owner = gren.realowner = self;
gren.playerid = self.playerid;
gren.classname = "porto";
setorigin(gren, w_shotorg);
setsize(gren, '0 0 0', '0 0 0');
- gren.nextthink = time + autocvar_g_balance_porto_primary_lifetime;
+ if(type > 0)
+ gren.nextthink = time + autocvar_g_balance_porto_secondary_lifetime;
+ else
+ gren.nextthink = time + autocvar_g_balance_porto_primary_lifetime;
gren.think = W_Porto_Think;
gren.touch = W_Porto_Touch;
- if(self.items & IT_STRENGTH)
- W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed * autocvar_g_balance_powerup_strength_force, 0);
+
+ if(type > 0)
+ {
+ if(self.items & IT_STRENGTH)
+ W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_secondary_speed * autocvar_g_balance_powerup_strength_force, 0);
+ else
+ W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_secondary_speed, 0);
+ }
else
- W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed, 0);
+ {
+ if(self.items & IT_STRENGTH)
+ W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed * autocvar_g_balance_powerup_strength_force, 0);
+ else
+ W_SetupProjectileVelocity(gren, autocvar_g_balance_porto_primary_speed, 0);
+ }
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
- CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
+ if(type > 0)
+ CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
+ else
+ CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
{
self.BUTTON_ATCK = FALSE;
self.BUTTON_ATCK2 = FALSE;
- if(bot_aim(autocvar_g_balance_porto_primary_speed, 0, autocvar_g_balance_grenadelauncher_primary_lifetime, FALSE))
- self.BUTTON_ATCK = TRUE;
+ if(!autocvar_g_balance_porto_secondary)
+ if(bot_aim(autocvar_g_balance_porto_primary_speed, 0, autocvar_g_balance_grenadelauncher_primary_lifetime, FALSE))
+ self.BUTTON_ATCK = TRUE;
}
else if (req == WR_THINK)
{
- if(self.porto_v_angle_held)
+ if(autocvar_g_balance_porto_secondary)
{
- if(!self.BUTTON_ATCK2)
+ if (self.BUTTON_ATCK)
+ if (!self.porto_current)
+ if (!self.porto_forbidden)
+ if (weapon_prepareattack(0, autocvar_g_balance_porto_primary_refire))
{
- self.porto_v_angle_held = 0;
+ W_Porto_Attack(0);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_porto_primary_animtime, w_ready);
+ }
- ClientData_Touch(self);
+ if (self.BUTTON_ATCK2)
+ if (!self.porto_current)
+ if (!self.porto_forbidden)
+ if (weapon_prepareattack(1, autocvar_g_balance_porto_secondary_refire))
+ {
+ W_Porto_Attack(1);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_porto_secondary_animtime, w_ready);
}
}
else
{
- if(self.BUTTON_ATCK2)
+ if(self.porto_v_angle_held)
{
- self.porto_v_angle = self.v_angle;
- self.porto_v_angle_held = 1;
+ if(!self.BUTTON_ATCK2)
+ {
+ self.porto_v_angle_held = 0;
- ClientData_Touch(self);
+ ClientData_Touch(self);
+ }
+ }
+ else
+ {
+ if(self.BUTTON_ATCK2)
+ {
+ self.porto_v_angle = self.v_angle;
+ self.porto_v_angle_held = 1;
+
+ ClientData_Touch(self);
+ }
+ }
+ v_angle_save = self.v_angle;
+ 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, autocvar_g_balance_porto_primary_refire))
+ {
+ W_Porto_Attack(-1);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_porto_primary_animtime, w_ready);
}
- }
- v_angle_save = self.v_angle;
- 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, autocvar_g_balance_porto_primary_refire))
- {
- W_Porto_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_porto_primary_animtime, w_ready);
}
}
else if (req == WR_PRECACHE)
self.porto_current = world;
}
return TRUE;
-};
+}
#endif
#ifdef CSQC
float w_porto(float req)