1 .float porto_grenade_id;
2 .vector porto_v_angle; // holds "held" view angles
3 .float porto_v_angle_held;
5 void W_Porto_Explode (void)
7 self.owner.porto_grenade_id = 0;
11 void W_Porto_Touch1 (void)
13 if(self.owner.playerid != self.playerid)
17 else if(self.cnt == 0)
20 if(!Portal_SpawnInPortalAtTrace(self.owner, self.velocity, self.porto_grenade_id))
25 Portal_SpawnOutPortalAtTrace(self.owner, self.velocity, self.porto_grenade_id);
30 void W_Porto_Attack (void)
34 if (cvar("g_use_ammunition"))
35 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
36 W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
38 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
42 gren.classname = "porto";
43 gren.bot_dodge = TRUE;
44 gren.bot_dodgerating = 200;
45 gren.movetype = MOVETYPE_BOUNCEMISSILE;
46 gren.solid = SOLID_BBOX;
47 gren.effects = EF_LOWPRECISION;
48 gren.modelflags = MF_GRENADE;
49 setmodel(gren, "models/grenademodel.md3"); // precision set above
50 setsize(gren, '0 0 0', '0 0 0');
51 setorigin(gren, w_shotorg);
53 gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
54 gren.think = W_Porto_Explode;
55 gren.touch = W_Porto_Touch1;
56 gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
57 W_SetupProjectileVelocity(gren);
59 gren.angles = vectoangles (gren.velocity);
60 gren.flags = FL_PROJECTILE;
62 self.porto_grenade_id = gren.porto_grenade_id = time;
63 gren.playerid = self.playerid;
66 void spawnfunc_weapon_porto (void)
68 weapon_defaultspawnfunc(WEP_PORTO, 5000);
71 float w_porto(float req)
77 self.BUTTON_ATCK = FALSE;
78 self.BUTTON_ATCK2 = FALSE;
79 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
80 self.BUTTON_ATCK = TRUE;
82 else if (req == WR_THINK)
84 if(self.porto_v_angle_held)
86 if(!self.BUTTON_ATCK2)
89 WRITESPECTATABLE_MSG_ONE({
90 WriteByte(MSG_ONE, SVC_TEMPENTITY);
91 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
92 WriteByte(MSG_ONE, WEP_PORTO);
93 WriteByte(MSG_ONE, 0);
95 self.porto_v_angle_held = 0;
100 if(self.BUTTON_ATCK2)
102 self.porto_v_angle = self.v_angle;
104 WRITESPECTATABLE_MSG_ONE({
105 WriteByte(MSG_ONE, SVC_TEMPENTITY);
106 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
107 WriteByte(MSG_ONE, WEP_PORTO);
108 WriteByte(MSG_ONE, 1);
109 WriteCoord(MSG_ONE, self.v_angle_x);
110 WriteCoord(MSG_ONE, self.v_angle_y);
112 self.porto_v_angle_held = 1;
115 v_angle_save = self.v_angle;
116 if(self.porto_v_angle_held)
117 makevectors(self.porto_v_angle); // override the previously set angles
119 if (self.BUTTON_ATCK)
120 if (!self.porto_grenade_id)
121 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
124 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
127 else if (req == WR_PRECACHE)
129 precache_model ("models/grenademodel.md3");
130 precache_model ("models/weapons/g_porto.md3");
131 precache_model ("models/weapons/v_porto.md3");
132 precache_model ("models/weapons/w_porto.zym");
133 precache_sound ("weapons/grenade_fire.wav");
134 precache_model ("models/portal.md3");
136 else if (req == WR_SETUP)
137 weapon_setup(WEP_PORTO);
138 else if (req == WR_SUICIDEMESSAGE)
139 w_deathtypestring = "did the impossible";
140 else if (req == WR_KILLMESSAGE)
141 w_deathtypestring = "felt # doing the impossible";
142 else if (req == WR_SPAWNFUNC)
143 spawnfunc_weapon_porto();