3 .vector porto_v_angle; // holds "held" view angles
4 .float porto_v_angle_held;
7 void W_Porto_Success (void)
9 self.owner.porto_current = world;
13 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
14 void W_Porto_Fail (float failhard)
17 Portal_ClearWithID(self.owner, self.portal_id);
18 self.owner.porto_current = world;
22 centerprint(self.owner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
23 setsize (self, '-16 -16 0', '16 16 32');
24 setorigin(self, self.origin + trace_plane_normal);
25 if(move_out_of_solid(self))
28 self.velocity = trigger_push_calculatevelocity(self.origin, self.owner, 128);
29 tracetoss(self, self);
30 if(vlen(trace_endpos - self.owner.origin) > 128)
31 self.velocity = '0 0 0';
32 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, self.velocity);
36 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, '0 0 0');
42 void W_Porto_Think (void)
44 trace_plane_normal = '0 0 0';
45 if(self.owner.playerid != self.playerid)
51 void W_Porto_Touch (void)
55 if(other.classname == "portal")
56 return; // handled by the portal
58 norm = trace_plane_normal;
59 if(self.owner.playerid != self.playerid)
63 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
66 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
67 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
69 else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
73 else if(self.effects & EF_RED)
75 self.effects += EF_BLUE - EF_RED;
76 if(Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.portal_id))
78 trace_plane_normal = norm;
79 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
80 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
84 trace_plane_normal = norm;
90 if(Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.portal_id))
96 trace_plane_normal = norm;
103 void W_Porto_Attack (void)
107 if not(self.items & IT_UNLIMITED_AMMO)
108 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
109 W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
111 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
115 gren.classname = "porto";
116 gren.bot_dodge = TRUE;
117 gren.bot_dodgerating = 200;
118 gren.movetype = MOVETYPE_BOUNCEMISSILE;
119 gren.solid = SOLID_BBOX;
120 gren.effects = EF_LOWPRECISION | EF_RED;
122 gren.modelflags = MF_GRENADE;
123 setmodel(gren, "models/grenademodel.md3"); // precision set above
124 setsize(gren, '0 0 0', '0 0 0');
125 setorigin(gren, w_shotorg);
127 gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
128 gren.think = W_Porto_Think;
129 gren.touch = W_Porto_Touch;
130 gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
131 W_SetupProjectileVelocity(gren);
133 gren.angles = vectoangles (gren.velocity);
134 gren.flags = FL_PROJECTILE;
136 gren.portal_id = time;
137 self.porto_current = gren;
138 gren.playerid = self.playerid;
139 fixedmakevectors(vectoangles(gren.velocity));
140 gren.right_vector = v_right;
142 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
145 void spawnfunc_weapon_porto (void)
149 startitem_failed = TRUE;
154 weapon_defaultspawnfunc(WEP_PORTO);
157 float w_porto(float req)
163 self.BUTTON_ATCK = FALSE;
164 self.BUTTON_ATCK2 = FALSE;
165 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
166 self.BUTTON_ATCK = TRUE;
168 else if (req == WR_THINK)
170 if(self.porto_v_angle_held)
172 if(!self.BUTTON_ATCK2)
175 WRITESPECTATABLE_MSG_ONE({
176 WriteByte(MSG_ONE, SVC_TEMPENTITY);
177 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
178 WriteByte(MSG_ONE, WEP_PORTO);
179 WriteByte(MSG_ONE, 0);
181 self.porto_v_angle_held = 0;
186 if(self.BUTTON_ATCK2)
188 self.porto_v_angle = self.v_angle;
190 WRITESPECTATABLE_MSG_ONE({
191 WriteByte(MSG_ONE, SVC_TEMPENTITY);
192 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
193 WriteByte(MSG_ONE, WEP_PORTO);
194 WriteByte(MSG_ONE, 1);
195 WriteCoord(MSG_ONE, self.v_angle_x);
196 WriteCoord(MSG_ONE, self.v_angle_y);
198 self.porto_v_angle_held = 1;
201 v_angle_save = self.v_angle;
202 if(self.porto_v_angle_held)
203 makevectors(self.porto_v_angle); // override the previously set angles
205 if (self.BUTTON_ATCK)
206 if (!self.porto_current)
207 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
210 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
213 else if (req == WR_PRECACHE)
215 precache_model ("models/grenademodel.md3");
216 precache_model ("models/weapons/g_porto.md3");
217 precache_model ("models/weapons/v_porto.md3");
218 precache_model ("models/weapons/w_porto.zym");
219 precache_sound ("weapons/grenade_fire.wav");
220 precache_model ("models/portal.md3");
222 else if (req == WR_SETUP)
223 weapon_setup(WEP_PORTO);
224 else if (req == WR_SUICIDEMESSAGE)
225 w_deathtypestring = "did the impossible";
226 else if (req == WR_KILLMESSAGE)
227 w_deathtypestring = "felt # doing the impossible";