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1 .float porto_grenade_id;
2 .vector porto_v_angle; // holds "held" view angles
3 .float porto_v_angle_held;
4 .vector right_vector;
5
6 void W_Porto_Success (void)
7 {
8         self.owner.porto_grenade_id = 0;
9         remove(self);
10 }
11
12 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
13 void W_Porto_Fail (void)
14 {
15         centerprint(self.owner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
16         self.owner.porto_grenade_id = 0;
17         // TODO maybe instead throw the portal gun there?
18         // self.owner.weapons = self.owner.weapons | WEPBIT_PORTO;
19         setsize (self, '-16 -16 0', '16 16 32');
20         setorigin(self, self.origin + trace_plane_normal);
21         if(move_out_of_solid(self))
22         {
23                 self.flags = FL_ITEM;
24                 self.velocity = trigger_push_calculatevelocity(self.origin, self.owner, 128);
25                 tracetoss(self, self);
26                 if(vlen(trace_endpos - self.owner.origin) > 128)
27                         self.velocity = '0 0 0';
28                 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, self.velocity);
29         }
30         else
31         {
32                 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, '0 0 0');
33         }
34         remove(self);
35 }
36
37 void W_Porto_Think (void)
38 {
39         trace_plane_normal = '0 0 0';
40         if(self.owner.playerid != self.playerid)
41                 remove(self);
42         else
43                 W_Porto_Fail();
44 }
45
46 void W_Porto_Touch (void)
47 {
48         vector norm;
49         norm = trace_plane_normal;
50         if(self.owner.playerid != self.playerid)
51         {
52                 remove(self);
53         }
54         else if(self.cnt == 0)
55         {
56                 self.cnt = 1;
57                 if(!Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.porto_grenade_id))
58                 {
59                         trace_plane_normal = norm;
60                         W_Porto_Fail();
61                         return;
62                 }
63                 trace_plane_normal = norm;
64                 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
65         }
66         else
67         {
68                 if(!Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.porto_grenade_id))
69                 {
70                         trace_plane_normal = norm;
71                         W_Porto_Fail();
72                 }
73                 else
74                         W_Porto_Success();
75         }
76
77 }
78
79 void W_Porto_Attack (void)
80 {
81         local entity gren;
82
83         if (cvar("g_use_ammunition"))
84                 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
85         W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
86
87         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
88
89         gren = spawn ();
90         gren.owner = self;
91         gren.classname = "porto";
92         gren.bot_dodge = TRUE;
93         gren.bot_dodgerating = 200;
94         gren.movetype = MOVETYPE_BOUNCEMISSILE;
95         gren.solid = SOLID_BBOX;
96         gren.effects = EF_LOWPRECISION;
97         gren.modelflags = MF_GRENADE;
98         setmodel(gren, "models/grenademodel.md3"); // precision set above
99         setsize(gren, '0 0 0', '0 0 0');
100         setorigin(gren, w_shotorg);
101
102         gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
103         gren.think = W_Porto_Think;
104         gren.touch = W_Porto_Touch;
105         gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
106         W_SetupProjectileVelocity(gren);
107
108         gren.angles = vectoangles (gren.velocity);
109         gren.flags = FL_PROJECTILE;
110
111         self.porto_grenade_id = gren.porto_grenade_id = time;
112         gren.playerid = self.playerid;
113         fixedmakevectors(vectoangles(gren.velocity));
114         gren.right_vector = v_right;
115
116         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 }
118
119 void spawnfunc_weapon_porto (void)
120 {
121         weapon_defaultspawnfunc(WEP_PORTO);
122 }
123
124 float w_porto(float req)
125 {
126         vector v_angle_save;
127
128         if (req == WR_AIM)
129         {
130                 self.BUTTON_ATCK = FALSE;
131                 self.BUTTON_ATCK2 = FALSE;
132                 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
133                         self.BUTTON_ATCK = TRUE;
134         }
135         else if (req == WR_THINK)
136         {
137                 if(self.porto_v_angle_held)
138                 {
139                         if(!self.BUTTON_ATCK2)
140                         {
141                                 msg_entity = self;
142                                 WRITESPECTATABLE_MSG_ONE({
143                                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
144                                         WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
145                                         WriteByte(MSG_ONE, WEP_PORTO);
146                                         WriteByte(MSG_ONE, 0);
147                                 });
148                                 self.porto_v_angle_held = 0;
149                         }
150                 }
151                 else
152                 {
153                         if(self.BUTTON_ATCK2)
154                         {
155                                 self.porto_v_angle = self.v_angle;
156                                 msg_entity = self;
157                                 WRITESPECTATABLE_MSG_ONE({
158                                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
159                                         WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
160                                         WriteByte(MSG_ONE, WEP_PORTO);
161                                         WriteByte(MSG_ONE, 1);
162                                         WriteCoord(MSG_ONE, self.v_angle_x);
163                                         WriteCoord(MSG_ONE, self.v_angle_y);
164                                 });
165                                 self.porto_v_angle_held = 1;
166                         }
167                 }
168                 v_angle_save = self.v_angle;
169                 if(self.porto_v_angle_held)
170                         makevectors(self.porto_v_angle); // override the previously set angles
171
172                 if (self.BUTTON_ATCK)
173                 if (!self.porto_grenade_id)
174                 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
175                 {
176                         W_Porto_Attack();
177                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
178                 }
179         }
180         else if (req == WR_PRECACHE)
181         {
182                 precache_model ("models/grenademodel.md3");
183                 precache_model ("models/weapons/g_porto.md3");
184                 precache_model ("models/weapons/v_porto.md3");
185                 precache_model ("models/weapons/w_porto.zym");
186                 precache_sound ("weapons/grenade_fire.wav");
187                 precache_model ("models/portal.md3");
188         }
189         else if (req == WR_SETUP)
190                 weapon_setup(WEP_PORTO);
191         else if (req == WR_SUICIDEMESSAGE)
192                 w_deathtypestring = "did the impossible";
193         else if (req == WR_KILLMESSAGE)
194                 w_deathtypestring = "felt # doing the impossible";
195         return TRUE;
196 };