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;
65 void spawnfunc_weapon_porto (void)
67 weapon_defaultspawnfunc(WEP_PORTO, 5000);
70 float w_porto(float req)
76 self.BUTTON_ATCK = FALSE;
77 self.BUTTON_ATCK2 = FALSE;
78 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
79 self.BUTTON_ATCK = TRUE;
81 else if (req == WR_THINK)
83 if(self.porto_v_angle_held)
85 if(!self.BUTTON_ATCK2)
88 WRITESPECTATABLE_MSG_ONE({
89 WriteByte(MSG_ONE, SVC_TEMPENTITY);
90 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
91 WriteByte(MSG_ONE, WEP_PORTO);
92 WriteByte(MSG_ONE, 0);
94 self.porto_v_angle_held = 0;
101 self.porto_v_angle = self.v_angle;
103 WRITESPECTATABLE_MSG_ONE({
104 WriteByte(MSG_ONE, SVC_TEMPENTITY);
105 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
106 WriteByte(MSG_ONE, WEP_PORTO);
107 WriteByte(MSG_ONE, 1);
108 WriteCoord(MSG_ONE, self.v_angle_x);
109 WriteCoord(MSG_ONE, self.v_angle_y);
111 self.porto_v_angle_held = 1;
114 v_angle_save = self.v_angle;
115 if(self.porto_v_angle_held)
116 self.v_angle = self.porto_v_angle;
117 if (self.BUTTON_ATCK)
118 if (!self.porto_grenade_id)
119 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
122 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
124 self.v_angle = v_angle_save;
126 else if (req == WR_PRECACHE)
128 precache_model ("models/grenademodel.md3");
129 precache_model ("models/weapons/g_porto.md3");
130 precache_model ("models/weapons/v_porto.md3");
131 precache_model ("models/weapons/w_porto.zym");
132 precache_sound ("weapons/grenade_fire.wav");
133 precache_model ("models/portal.md3");
135 else if (req == WR_SETUP)
136 weapon_setup(WEP_PORTO);
137 else if (req == WR_SUICIDEMESSAGE)
138 w_deathtypestring = "did the impossible";
139 else if (req == WR_KILLMESSAGE)
140 w_deathtypestring = "felt # doing the impossible";
141 else if (req == WR_SPAWNFUNC)
142 spawnfunc_weapon_porto();