3 .vector porto_v_angle; // holds "held" view angles
4 .float porto_v_angle_held;
7 void W_Porto_Success (void)
9 if(self.owner == world)
11 objerror("Cannot succeed successfully: no owner\n");
15 self.owner.porto_current = world;
19 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
20 void W_Porto_Fail (float failhard)
22 if(self.owner == world)
24 objerror("Cannot fail successfully: no owner\n");
29 Portal_ClearWithID(self.owner, self.portal_id);
30 self.owner.porto_current = world;
32 if(!failhard && !(self.owner.weapons & WEPBIT_PORTO))
34 centerprint(self.owner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
35 setsize (self, '-16 -16 0', '16 16 32');
36 setorigin(self, self.origin + trace_plane_normal);
37 if(move_out_of_solid(self))
40 self.velocity = trigger_push_calculatevelocity(self.origin, self.owner, 128);
41 tracetoss(self, self);
42 if(vlen(trace_endpos - self.owner.origin) > 128)
43 self.velocity = '0 0 0';
44 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, self.velocity);
48 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, '0 0 0');
54 void W_Porto_Think (void)
56 trace_plane_normal = '0 0 0';
57 if(self.owner.playerid != self.playerid)
63 void W_Porto_Touch (void)
67 if(other.classname == "portal")
68 return; // handled by the portal
70 norm = trace_plane_normal;
71 if(self.owner.playerid != self.playerid)
75 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
78 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
79 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
81 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
85 else if(self.effects & EF_RED)
87 self.effects += EF_BLUE - EF_RED;
88 if(Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.portal_id))
90 sound(self, CHAN_PROJECTILE, "misc/invshot.wav", VOL_BASE, ATTN_NORM);
91 centerprint(self.owner, "^1In^7-portal created.\n");
92 trace_plane_normal = norm;
93 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
94 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
98 trace_plane_normal = norm;
104 if(Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.portal_id))
106 sound(self, CHAN_PROJECTILE, "misc/invshot.wav", VOL_BASE, ATTN_NORM);
107 centerprint(self.owner, "^4Out^7-portal created.\n");
112 trace_plane_normal = norm;
119 void W_Porto_Attack (void)
123 if not(self.items & IT_UNLIMITED_AMMO)
124 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
125 W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
127 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
131 gren.classname = "porto";
132 gren.bot_dodge = TRUE;
133 gren.bot_dodgerating = 200;
134 gren.movetype = MOVETYPE_BOUNCEMISSILE;
135 gren.solid = SOLID_BBOX;
136 gren.effects = EF_LOWPRECISION | EF_RED;
138 gren.modelflags = MF_GRENADE;
139 setmodel(gren, "models/grenademodel.md3"); // precision set above
140 setsize(gren, '0 0 0', '0 0 0');
141 setorigin(gren, w_shotorg);
143 gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
144 gren.think = W_Porto_Think;
145 gren.touch = W_Porto_Touch;
146 gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
147 if(self.items & IT_STRENGTH)
148 gren.velocity = gren.velocity * cvar("g_balance_powerup_strength_force");
149 W_SetupProjectileVelocity(gren);
151 gren.angles = vectoangles (gren.velocity);
152 gren.flags = FL_PROJECTILE;
154 gren.portal_id = time;
155 self.porto_current = gren;
156 gren.playerid = self.playerid;
157 fixedmakevectors(vectoangles(gren.velocity));
158 gren.right_vector = v_right;
160 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
163 void spawnfunc_weapon_porto (void)
165 weapon_defaultspawnfunc(WEP_PORTO);
168 float w_porto(float req)
174 self.BUTTON_ATCK = FALSE;
175 self.BUTTON_ATCK2 = FALSE;
176 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
177 self.BUTTON_ATCK = TRUE;
179 else if (req == WR_THINK)
181 if(self.porto_v_angle_held)
183 if(!self.BUTTON_ATCK2)
186 WRITESPECTATABLE_MSG_ONE({
187 WriteByte(MSG_ONE, SVC_TEMPENTITY);
188 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
189 WriteByte(MSG_ONE, WEP_PORTO);
190 WriteByte(MSG_ONE, 0);
192 self.porto_v_angle_held = 0;
197 if(self.BUTTON_ATCK2)
199 self.porto_v_angle = self.v_angle;
201 WRITESPECTATABLE_MSG_ONE({
202 WriteByte(MSG_ONE, SVC_TEMPENTITY);
203 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
204 WriteByte(MSG_ONE, WEP_PORTO);
205 WriteByte(MSG_ONE, 1);
206 WriteCoord(MSG_ONE, self.v_angle_x);
207 WriteCoord(MSG_ONE, self.v_angle_y);
209 self.porto_v_angle_held = 1;
212 v_angle_save = self.v_angle;
213 if(self.porto_v_angle_held)
214 makevectors(self.porto_v_angle); // override the previously set angles
216 if (self.BUTTON_ATCK)
217 if (!self.porto_current)
218 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
221 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
224 else if (req == WR_PRECACHE)
226 precache_model ("models/grenademodel.md3");
227 precache_model ("models/weapons/g_porto.md3");
228 precache_model ("models/weapons/v_porto.md3");
229 precache_model ("models/weapons/w_porto.zym");
230 precache_sound ("weapons/grenade_fire.wav");
231 precache_model ("models/portal.md3");
233 else if (req == WR_SETUP)
234 weapon_setup(WEP_PORTO);
235 else if (req == WR_SUICIDEMESSAGE)
236 w_deathtypestring = "did the impossible";
237 else if (req == WR_KILLMESSAGE)
238 w_deathtypestring = "felt # doing the impossible";