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1 .float portal_id;
2 .entity porto_current;
3 .vector porto_v_angle; // holds "held" view angles
4 .float porto_v_angle_held;
5 .vector right_vector;
6
7 void W_Porto_Success (void)
8 {
9         if(self.owner == world)
10         {
11                 objerror("Cannot succeed successfully: no owner\n");
12                 return;
13         }
14
15         self.owner.porto_current = world;
16         remove(self);
17 }
18
19 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
20 void W_Porto_Fail (float failhard)
21 {
22         if(self.owner == world)
23         {
24                 objerror("Cannot fail successfully: no owner\n");
25                 return;
26         }
27
28         // no portals here!
29         Portal_ClearWithID(self.owner, self.portal_id);
30         self.owner.porto_current = world;
31
32         if(!failhard && !(self.owner.weapons & WEPBIT_PORTO))
33         {
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))
38                 {
39                         self.flags = FL_ITEM;
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);
45                 }
46                 else
47                 {
48                         W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, '0 0 0');
49                 }
50         }
51         remove(self);
52 }
53
54 void W_Porto_Think (void)
55 {
56         trace_plane_normal = '0 0 0';
57         if(self.owner.playerid != self.playerid)
58                 remove(self);
59         else
60                 W_Porto_Fail(0);
61 }
62
63 void W_Porto_Touch (void)
64 {
65         vector norm;
66
67         if(other.classname == "portal")
68                 return; // handled by the portal
69
70         norm = trace_plane_normal;
71         if(self.owner.playerid != self.playerid)
72         {
73                 remove(self);
74         }
75         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
76         {
77                 // just reflect
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));
80         }
81         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
82         {
83                 W_Porto_Fail(0);
84         }
85         else if(self.effects & EF_RED)
86         {
87                 self.effects += EF_BLUE - EF_RED;
88                 if(Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.portal_id))
89                 {
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));
95                 }
96                 else
97                 {
98                         trace_plane_normal = norm;
99                         W_Porto_Fail(0);
100                 }
101         }
102         else
103         {
104                 if(Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.portal_id))
105                 {
106                         sound(self, CHAN_PROJECTILE, "misc/invshot.wav", VOL_BASE, ATTN_NORM);
107                         centerprint(self.owner, "^4Out^7-portal created.\n");
108                         W_Porto_Success();
109                 }
110                 else
111                 {
112                         trace_plane_normal = norm;
113                         W_Porto_Fail(0);
114                 }
115         }
116
117 }
118
119 void W_Porto_Attack (void)
120 {
121         local entity gren;
122
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");
126
127         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
128
129         gren = spawn ();
130         gren.owner = self;
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;
137         gren.scale = 4;
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);
142
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);
150
151         gren.angles = vectoangles (gren.velocity);
152         gren.flags = FL_PROJECTILE;
153
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;
159
160         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
161 }
162
163 void spawnfunc_weapon_porto (void)
164 {
165         weapon_defaultspawnfunc(WEP_PORTO);
166 }
167
168 float w_porto(float req)
169 {
170         vector v_angle_save;
171
172         if (req == WR_AIM)
173         {
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;
178         }
179         else if (req == WR_THINK)
180         {
181                 if(self.porto_v_angle_held)
182                 {
183                         if(!self.BUTTON_ATCK2)
184                         {
185                                 msg_entity = self;
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);
191                                 });
192                                 self.porto_v_angle_held = 0;
193                         }
194                 }
195                 else
196                 {
197                         if(self.BUTTON_ATCK2)
198                         {
199                                 self.porto_v_angle = self.v_angle;
200                                 msg_entity = self;
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);
208                                 });
209                                 self.porto_v_angle_held = 1;
210                         }
211                 }
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
215
216                 if (self.BUTTON_ATCK)
217                 if (!self.porto_current)
218                 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
219                 {
220                         W_Porto_Attack();
221                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
222                 }
223         }
224         else if (req == WR_PRECACHE)
225         {
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");
232         }
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";
239         return TRUE;
240 };