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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         self.owner.porto_current = world;
10         remove(self);
11 }
12
13 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
14 void W_Porto_Fail (float failhard)
15 {
16         // no portals here!
17         Portal_ClearWithID(self.owner, self.portal_id);
18         self.owner.porto_current = world;
19
20         if(!failhard && !(self.owner.weapons & WEPBIT_PORTO))
21         {
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))
26                 {
27                         self.flags = FL_ITEM;
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);
33                 }
34                 else
35                 {
36                         W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, '0 0 0');
37                 }
38         }
39         remove(self);
40 }
41
42 void W_Porto_Think (void)
43 {
44         trace_plane_normal = '0 0 0';
45         if(self.owner.playerid != self.playerid)
46                 remove(self);
47         else
48                 W_Porto_Fail(0);
49 }
50
51 void W_Porto_Touch (void)
52 {
53         vector norm;
54
55         if(other.classname == "portal")
56                 return; // handled by the portal
57
58         norm = trace_plane_normal;
59         if(self.owner.playerid != self.playerid)
60         {
61                 remove(self);
62         }
63         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
64         {
65                 // just reflect
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));
68         }
69         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
70         {
71                 W_Porto_Fail(0);
72         }
73         else if(self.effects & EF_RED)
74         {
75                 self.effects += EF_BLUE - EF_RED;
76                 if(Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.portal_id))
77                 {
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));
81                 }
82                 else
83                 {
84                         trace_plane_normal = norm;
85                         W_Porto_Fail(0);
86                 }
87         }
88         else
89         {
90                 if(Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.portal_id))
91                 {
92                         W_Porto_Success();
93                 }
94                 else
95                 {
96                         trace_plane_normal = norm;
97                         W_Porto_Fail(0);
98                 }
99         }
100
101 }
102
103 void W_Porto_Attack (void)
104 {
105         local entity gren;
106
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");
110
111         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
112
113         gren = spawn ();
114         gren.owner = self;
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;
121         gren.scale = 4;
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);
126
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);
132
133         gren.angles = vectoangles (gren.velocity);
134         gren.flags = FL_PROJECTILE;
135
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;
141
142         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
143 }
144
145 void spawnfunc_weapon_porto (void)
146 {
147         if(g_race)
148         {
149                 startitem_failed = TRUE;
150                 remove(self);
151                 return;
152         }
153         else
154                 weapon_defaultspawnfunc(WEP_PORTO);
155 }
156
157 float w_porto(float req)
158 {
159         vector v_angle_save;
160
161         if (req == WR_AIM)
162         {
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;
167         }
168         else if (req == WR_THINK)
169         {
170                 if(self.porto_v_angle_held)
171                 {
172                         if(!self.BUTTON_ATCK2)
173                         {
174                                 msg_entity = self;
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);
180                                 });
181                                 self.porto_v_angle_held = 0;
182                         }
183                 }
184                 else
185                 {
186                         if(self.BUTTON_ATCK2)
187                         {
188                                 self.porto_v_angle = self.v_angle;
189                                 msg_entity = self;
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);
197                                 });
198                                 self.porto_v_angle_held = 1;
199                         }
200                 }
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
204
205                 if (self.BUTTON_ATCK)
206                 if (!self.porto_current)
207                 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
208                 {
209                         W_Porto_Attack();
210                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
211                 }
212         }
213         else if (req == WR_PRECACHE)
214         {
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");
221         }
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";
228         return TRUE;
229 };