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Porto (untested): secondary fire button "holds" the shooting angles, so you can turn...
[divverent/nexuiz.git] / data / qcsrc / server / w_porto.qc
1 .float porto_grenade_id;
2 .vector porto_v_angle; // holds "held" view angles
3 .float porto_v_angle_held;
4
5 void W_Porto_Explode (void)
6 {
7         self.owner.porto_grenade_id = 0;
8         remove(self);
9 }
10
11 void W_Porto_Touch1 (void)
12 {
13         if(self.owner.playerid != self.playerid)
14         {
15                 remove(self);
16         }
17         else if(self.cnt == 0)
18         {
19                 self.cnt = 1;
20                 if(!Portal_SpawnInPortalAtTrace(self.owner, self.velocity, self.porto_grenade_id))
21                         W_Porto_Explode();
22         }
23         else
24         {
25                 Portal_SpawnOutPortalAtTrace(self.owner, self.velocity, self.porto_grenade_id);
26                 W_Porto_Explode();
27         }
28 }
29
30 void W_Porto_Attack (void)
31 {
32         local entity gren;
33
34         if (cvar("g_use_ammunition"))
35                 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
36         W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
37
38         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
39
40         gren = spawn ();
41         gren.owner = self;
42         gren.classname = "porto";
43         gren.bot_dodge = TRUE;
44         gren.bot_dodgerating = 200;
45         gren.movetype = MOVETYPE_BOUNCEMISSILE;
46         gren.solid = SOLID_BBOX;
47         gren.effects = EF_LOWPRECISION;
48         gren.modelflags = MF_GRENADE;
49         setmodel(gren, "models/grenademodel.md3"); // precision set above
50         setsize(gren, '0 0 0', '0 0 0');
51         setorigin(gren, w_shotorg);
52
53         gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
54         gren.think = W_Porto_Explode;
55         gren.touch = W_Porto_Touch1;
56         gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
57         W_SetupProjectileVelocity(gren);
58
59         gren.angles = vectoangles (gren.velocity);
60         gren.flags = FL_PROJECTILE;
61
62         self.porto_grenade_id = gren.porto_grenade_id = time;
63 }
64
65 void spawnfunc_weapon_porto (void)
66 {
67         weapon_defaultspawnfunc(WEP_PORTO, 5000);
68 }
69
70 float w_porto(float req)
71 {
72         vector v_angle_save;
73
74         if (req == WR_AIM)
75         {
76                 self.BUTTON_ATCK = FALSE;
77                 self.BUTTON_ATCK2 = FALSE;
78                 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
79                         self.BUTTON_ATCK = TRUE;
80         }
81         else if (req == WR_THINK)
82         {
83                 if(self.porto_v_angle_held)
84                 {
85                         if(!self.BUTTON_ATCK2)
86                         {
87                                 msg_entity = self;
88                                 WRITESPECTATABLE_MSG_ONE({
89                                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
90                                         WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
91                                         WriteByte(MSG_ONE, WEP_PORTO);
92                                         WriteByte(MSG_ONE, 0);
93                                 });
94                                 self.porto_v_angle_held = 0;
95                         }
96                 }
97                 else
98                 {
99                         if(self.BUTTON_ATCK2)
100                         {
101                                 self.porto_v_angle = self.v_angle;
102                                 msg_entity = self;
103                                 WRITESPECTATABLE_MSG_ONE({
104                                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
105                                         WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
106                                         WriteByte(MSG_ONE, WEP_PORTO);
107                                         WriteByte(MSG_ONE, 1);
108                                         WriteCoord(MSG_ONE, self.v_angle_x);
109                                         WriteCoord(MSG_ONE, self.v_angle_y);
110                                 });
111                                 self.porto_v_angle_held = 1;
112                         }
113                 }
114                 v_angle_save = self.v_angle;
115                 if(self.porto_v_angle_held)
116                         self.v_angle = self.porto_v_angle;
117                 if (self.BUTTON_ATCK)
118                 if (!self.porto_grenade_id)
119                 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
120                 {
121                         W_Porto_Attack();
122                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
123                 }
124                 self.v_angle = v_angle_save;
125         }
126         else if (req == WR_PRECACHE)
127         {
128                 precache_model ("models/grenademodel.md3");
129                 precache_model ("models/weapons/g_porto.md3");
130                 precache_model ("models/weapons/v_porto.md3");
131                 precache_model ("models/weapons/w_porto.zym");
132                 precache_sound ("weapons/grenade_fire.wav");
133         }
134         else if (req == WR_SETUP)
135                 weapon_setup(WEP_PORTO);
136         else if (req == WR_SUICIDEMESSAGE)
137                 w_deathtypestring = "did the impossible";
138         else if (req == WR_KILLMESSAGE)
139                 w_deathtypestring = "felt # doing the impossible";
140         else if (req == WR_SPAWNFUNC)
141                 spawnfunc_weapon_porto();
142         return TRUE;
143 };