2 .vector porto_v_angle; // holds "held" view angles
3 .float porto_v_angle_held;
6 void W_Porto_Success (void)
8 self.owner.portal_id = 0;
12 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
13 void W_Porto_Fail (void)
15 centerprint(self.owner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
18 Portal_ClearWithID(self.owner, self.portal_id);
20 self.owner.portal_id = 0;
21 // TODO maybe instead throw the portal gun there?
22 // self.owner.weapons = self.owner.weapons | WEPBIT_PORTO;
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');
41 void W_Porto_Think (void)
43 trace_plane_normal = '0 0 0';
44 if(self.owner.playerid != self.playerid)
50 void W_Porto_Touch (void)
53 norm = trace_plane_normal;
54 if(self.owner.playerid != self.playerid)
58 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
61 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
63 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
67 else if(self.cnt == 0)
70 if(Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.portal_id))
72 trace_plane_normal = norm;
73 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
74 self.angles = vectoangles(self.velocity);
78 trace_plane_normal = norm;
84 if(Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.portal_id))
90 trace_plane_normal = norm;
97 void W_Porto_Attack (void)
101 if (cvar("g_use_ammunition"))
102 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
103 W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
105 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
109 gren.classname = "porto";
110 gren.bot_dodge = TRUE;
111 gren.bot_dodgerating = 200;
112 gren.movetype = MOVETYPE_BOUNCEMISSILE;
113 gren.solid = SOLID_BBOX;
114 gren.effects = EF_LOWPRECISION;
115 gren.modelflags = MF_GRENADE;
116 setmodel(gren, "models/grenademodel.md3"); // precision set above
117 setsize(gren, '0 0 0', '0 0 0');
118 setorigin(gren, w_shotorg);
120 gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
121 gren.think = W_Porto_Think;
122 gren.touch = W_Porto_Touch;
123 gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
124 W_SetupProjectileVelocity(gren);
126 gren.angles = vectoangles (gren.velocity);
127 gren.flags = FL_PROJECTILE;
129 self.portal_id = gren.portal_id = time;
130 gren.playerid = self.playerid;
131 fixedmakevectors(vectoangles(gren.velocity));
132 gren.right_vector = v_right;
134 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
137 void spawnfunc_weapon_porto (void)
141 startitem_failed = TRUE;
146 weapon_defaultspawnfunc(WEP_PORTO);
149 float w_porto(float req)
155 self.BUTTON_ATCK = FALSE;
156 self.BUTTON_ATCK2 = FALSE;
157 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
158 self.BUTTON_ATCK = TRUE;
160 else if (req == WR_THINK)
162 if(self.porto_v_angle_held)
164 if(!self.BUTTON_ATCK2)
167 WRITESPECTATABLE_MSG_ONE({
168 WriteByte(MSG_ONE, SVC_TEMPENTITY);
169 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
170 WriteByte(MSG_ONE, WEP_PORTO);
171 WriteByte(MSG_ONE, 0);
173 self.porto_v_angle_held = 0;
178 if(self.BUTTON_ATCK2)
180 self.porto_v_angle = self.v_angle;
182 WRITESPECTATABLE_MSG_ONE({
183 WriteByte(MSG_ONE, SVC_TEMPENTITY);
184 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
185 WriteByte(MSG_ONE, WEP_PORTO);
186 WriteByte(MSG_ONE, 1);
187 WriteCoord(MSG_ONE, self.v_angle_x);
188 WriteCoord(MSG_ONE, self.v_angle_y);
190 self.porto_v_angle_held = 1;
193 v_angle_save = self.v_angle;
194 if(self.porto_v_angle_held)
195 makevectors(self.porto_v_angle); // override the previously set angles
197 if (self.BUTTON_ATCK)
199 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
202 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
205 else if (req == WR_PRECACHE)
207 precache_model ("models/grenademodel.md3");
208 precache_model ("models/weapons/g_porto.md3");
209 precache_model ("models/weapons/v_porto.md3");
210 precache_model ("models/weapons/w_porto.zym");
211 precache_sound ("weapons/grenade_fire.wav");
212 precache_model ("models/portal.md3");
214 else if (req == WR_SETUP)
215 weapon_setup(WEP_PORTO);
216 else if (req == WR_SUICIDEMESSAGE)
217 w_deathtypestring = "did the impossible";
218 else if (req == WR_KILLMESSAGE)
219 w_deathtypestring = "felt # doing the impossible";