3 .vector porto_v_angle; // holds "held" view angles
4 .float porto_v_angle_held;
7 void W_Porto_Success (void)
9 self.owner.porto_current = world;
13 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
14 void W_Porto_Fail (float failhard)
17 Portal_ClearWithID(self.owner, self.portal_id);
18 self.owner.porto_current = world;
22 centerprint(self.owner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
23 setsize (self, '-16 -16 0', '16 16 32');
24 setorigin(self, self.origin + trace_plane_normal);
25 if(move_out_of_solid(self))
28 self.velocity = trigger_push_calculatevelocity(self.origin, self.owner, 128);
29 tracetoss(self, self);
30 if(vlen(trace_endpos - self.owner.origin) > 128)
31 self.velocity = '0 0 0';
32 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, self.velocity);
36 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, '0 0 0');
42 void W_Porto_Think (void)
44 trace_plane_normal = '0 0 0';
45 if(self.owner.playerid != self.playerid)
51 void W_Porto_Touch (void)
54 norm = trace_plane_normal;
55 print(ftos(trace_dphitq3surfaceflags), "\n");
56 print((trace_dphittexturename), "\n");
57 if(self.owner.playerid != self.playerid)
61 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
64 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
65 self.angles = vectoangles(self.velocity);
67 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
71 else if(self.cnt == 0)
74 if(Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.portal_id))
76 trace_plane_normal = norm;
77 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
78 self.angles = vectoangles(self.velocity);
82 trace_plane_normal = norm;
88 if(Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.portal_id))
94 trace_plane_normal = norm;
101 void W_Porto_Attack (void)
105 if not(self.items & IT_UNLIMITED_AMMO)
106 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
107 W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
109 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
113 gren.classname = "porto";
114 gren.bot_dodge = TRUE;
115 gren.bot_dodgerating = 200;
116 gren.movetype = MOVETYPE_BOUNCEMISSILE;
117 gren.solid = SOLID_BBOX;
118 gren.effects = EF_LOWPRECISION;
119 gren.modelflags = MF_GRENADE;
120 setmodel(gren, "models/grenademodel.md3"); // precision set above
121 setsize(gren, '0 0 0', '0 0 0');
122 setorigin(gren, w_shotorg);
124 gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
125 gren.think = W_Porto_Think;
126 gren.touch = W_Porto_Touch;
127 gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
128 W_SetupProjectileVelocity(gren);
130 gren.angles = vectoangles (gren.velocity);
131 gren.flags = FL_PROJECTILE;
133 gren.portal_id = time;
134 self.porto_current = gren;
135 gren.playerid = self.playerid;
136 fixedmakevectors(vectoangles(gren.velocity));
137 gren.right_vector = v_right;
139 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
142 void spawnfunc_weapon_porto (void)
146 startitem_failed = TRUE;
151 weapon_defaultspawnfunc(WEP_PORTO);
154 float w_porto(float req)
160 self.BUTTON_ATCK = FALSE;
161 self.BUTTON_ATCK2 = FALSE;
162 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
163 self.BUTTON_ATCK = TRUE;
165 else if (req == WR_THINK)
167 if(self.porto_v_angle_held)
169 if(!self.BUTTON_ATCK2)
172 WRITESPECTATABLE_MSG_ONE({
173 WriteByte(MSG_ONE, SVC_TEMPENTITY);
174 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
175 WriteByte(MSG_ONE, WEP_PORTO);
176 WriteByte(MSG_ONE, 0);
178 self.porto_v_angle_held = 0;
183 if(self.BUTTON_ATCK2)
185 self.porto_v_angle = self.v_angle;
187 WRITESPECTATABLE_MSG_ONE({
188 WriteByte(MSG_ONE, SVC_TEMPENTITY);
189 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
190 WriteByte(MSG_ONE, WEP_PORTO);
191 WriteByte(MSG_ONE, 1);
192 WriteCoord(MSG_ONE, self.v_angle_x);
193 WriteCoord(MSG_ONE, self.v_angle_y);
195 self.porto_v_angle_held = 1;
198 v_angle_save = self.v_angle;
199 if(self.porto_v_angle_held)
200 makevectors(self.porto_v_angle); // override the previously set angles
202 if (self.BUTTON_ATCK)
203 if (!self.porto_current)
204 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
207 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
210 else if (req == WR_PRECACHE)
212 precache_model ("models/grenademodel.md3");
213 precache_model ("models/weapons/g_porto.md3");
214 precache_model ("models/weapons/v_porto.md3");
215 precache_model ("models/weapons/w_porto.zym");
216 precache_sound ("weapons/grenade_fire.wav");
217 precache_model ("models/portal.md3");
219 else if (req == WR_SETUP)
220 weapon_setup(WEP_PORTO);
221 else if (req == WR_SUICIDEMESSAGE)
222 w_deathtypestring = "did the impossible";
223 else if (req == WR_KILLMESSAGE)
224 w_deathtypestring = "felt # doing the impossible";