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more portal race fixes
[divverent/nexuiz.git] / data / qcsrc / server / w_porto.qc
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)
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         norm = trace_plane_normal;
55         if(self.owner.playerid != self.playerid)
56         {
57                 remove(self);
58         }
59         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
60         {
61                 // just reflect
62                 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
63                 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
64         }
65         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
66         {
67                 W_Porto_Fail(0);
68         }
69         else if(self.effects & EF_RED)
70         {
71                 self.effects += EF_BLUE - EF_RED;
72                 if(Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.portal_id))
73                 {
74                         trace_plane_normal = norm;
75                         self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
76                         self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
77                 }
78                 else
79                 {
80                         trace_plane_normal = norm;
81                         W_Porto_Fail(0);
82                 }
83         }
84         else
85         {
86                 if(Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.portal_id))
87                 {
88                         W_Porto_Success();
89                 }
90                 else
91                 {
92                         trace_plane_normal = norm;
93                         W_Porto_Fail(0);
94                 }
95         }
96
97 }
98
99 void W_Porto_Attack (void)
100 {
101         local entity gren;
102
103         if not(self.items & IT_UNLIMITED_AMMO)
104                 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
105         W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
106
107         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
108
109         gren = spawn ();
110         gren.owner = self;
111         gren.classname = "porto";
112         gren.bot_dodge = TRUE;
113         gren.bot_dodgerating = 200;
114         gren.movetype = MOVETYPE_BOUNCEMISSILE;
115         gren.solid = SOLID_BBOX;
116         gren.effects = EF_LOWPRECISION | EF_RED;
117         gren.scale = 4;
118         gren.modelflags = MF_GRENADE;
119         setmodel(gren, "models/grenademodel.md3"); // precision set above
120         setsize(gren, '0 0 0', '0 0 0');
121         setorigin(gren, w_shotorg);
122
123         gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
124         gren.think = W_Porto_Think;
125         gren.touch = W_Porto_Touch;
126         gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
127         W_SetupProjectileVelocity(gren);
128
129         gren.angles = vectoangles (gren.velocity);
130         gren.flags = FL_PROJECTILE;
131
132         gren.portal_id = time;
133         self.porto_current = gren;
134         gren.playerid = self.playerid;
135         fixedmakevectors(vectoangles(gren.velocity));
136         gren.right_vector = v_right;
137
138         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
139 }
140
141 void spawnfunc_weapon_porto (void)
142 {
143         if(g_race)
144         {
145                 startitem_failed = TRUE;
146                 remove(self);
147                 return;
148         }
149         else
150                 weapon_defaultspawnfunc(WEP_PORTO);
151 }
152
153 float w_porto(float req)
154 {
155         vector v_angle_save;
156
157         if (req == WR_AIM)
158         {
159                 self.BUTTON_ATCK = FALSE;
160                 self.BUTTON_ATCK2 = FALSE;
161                 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
162                         self.BUTTON_ATCK = TRUE;
163         }
164         else if (req == WR_THINK)
165         {
166                 if(self.porto_v_angle_held)
167                 {
168                         if(!self.BUTTON_ATCK2)
169                         {
170                                 msg_entity = self;
171                                 WRITESPECTATABLE_MSG_ONE({
172                                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
173                                         WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
174                                         WriteByte(MSG_ONE, WEP_PORTO);
175                                         WriteByte(MSG_ONE, 0);
176                                 });
177                                 self.porto_v_angle_held = 0;
178                         }
179                 }
180                 else
181                 {
182                         if(self.BUTTON_ATCK2)
183                         {
184                                 self.porto_v_angle = self.v_angle;
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, 1);
191                                         WriteCoord(MSG_ONE, self.v_angle_x);
192                                         WriteCoord(MSG_ONE, self.v_angle_y);
193                                 });
194                                 self.porto_v_angle_held = 1;
195                         }
196                 }
197                 v_angle_save = self.v_angle;
198                 if(self.porto_v_angle_held)
199                         makevectors(self.porto_v_angle); // override the previously set angles
200
201                 if (self.BUTTON_ATCK)
202                 if (!self.porto_current)
203                 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
204                 {
205                         W_Porto_Attack();
206                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
207                 }
208         }
209         else if (req == WR_PRECACHE)
210         {
211                 precache_model ("models/grenademodel.md3");
212                 precache_model ("models/weapons/g_porto.md3");
213                 precache_model ("models/weapons/v_porto.md3");
214                 precache_model ("models/weapons/w_porto.zym");
215                 precache_sound ("weapons/grenade_fire.wav");
216                 precache_model ("models/portal.md3");
217         }
218         else if (req == WR_SETUP)
219                 weapon_setup(WEP_PORTO);
220         else if (req == WR_SUICIDEMESSAGE)
221                 w_deathtypestring = "did the impossible";
222         else if (req == WR_KILLMESSAGE)
223                 w_deathtypestring = "felt # doing the impossible";
224         return TRUE;
225 };