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more portal gun changes
[divverent/nexuiz.git] / data / qcsrc / server / w_porto.qc
1 .float portal_id;
2 .vector porto_v_angle; // holds "held" view angles
3 .float porto_v_angle_held;
4 .vector right_vector;
5
6 void W_Porto_Success (void)
7 {
8         self.owner.portal_id = 0;
9         remove(self);
10 }
11
12 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
13 void W_Porto_Fail (void)
14 {
15         centerprint(self.owner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
16
17         // no portals here!
18         Portal_ClearWithID(self.owner, self.portal_id);
19
20         self.owner.portal_id = 0;
21         // TODO maybe instead throw the portal gun there?
22         // self.owner.weapons = self.owner.weapons | WEPBIT_PORTO;
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         remove(self);
39 }
40
41 void W_Porto_Think (void)
42 {
43         trace_plane_normal = '0 0 0';
44         if(self.owner.playerid != self.playerid)
45                 remove(self);
46         else
47                 W_Porto_Fail();
48 }
49
50 void W_Porto_Touch (void)
51 {
52         vector norm;
53         norm = trace_plane_normal;
54         if(self.owner.playerid != self.playerid)
55         {
56                 remove(self);
57         }
58         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
59         {
60                 // just reflect
61                 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
62         }
63         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
64         {
65                 W_Porto_Fail();
66         }
67         else if(self.cnt == 0)
68         {
69                 self.cnt = 1;
70                 if(Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.portal_id))
71                 {
72                         trace_plane_normal = norm;
73                         self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
74                         self.angles = vectoangles(self.velocity);
75                 }
76                 else
77                 {
78                         trace_plane_normal = norm;
79                         W_Porto_Fail();
80                 }
81         }
82         else
83         {
84                 if(Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.portal_id))
85                 {
86                         W_Porto_Success();
87                 }
88                 else
89                 {
90                         trace_plane_normal = norm;
91                         W_Porto_Fail();
92                 }
93         }
94
95 }
96
97 void W_Porto_Attack (void)
98 {
99         local entity gren;
100
101         if (cvar("g_use_ammunition"))
102                 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
103         W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
104
105         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
106
107         gren = spawn ();
108         gren.owner = self;
109         gren.classname = "porto";
110         gren.bot_dodge = TRUE;
111         gren.bot_dodgerating = 200;
112         gren.movetype = MOVETYPE_BOUNCEMISSILE;
113         gren.solid = SOLID_BBOX;
114         gren.effects = EF_LOWPRECISION;
115         gren.modelflags = MF_GRENADE;
116         setmodel(gren, "models/grenademodel.md3"); // precision set above
117         setsize(gren, '0 0 0', '0 0 0');
118         setorigin(gren, w_shotorg);
119
120         gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
121         gren.think = W_Porto_Think;
122         gren.touch = W_Porto_Touch;
123         gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
124         W_SetupProjectileVelocity(gren);
125
126         gren.angles = vectoangles (gren.velocity);
127         gren.flags = FL_PROJECTILE;
128
129         self.portal_id = gren.portal_id = time;
130         gren.playerid = self.playerid;
131         fixedmakevectors(vectoangles(gren.velocity));
132         gren.right_vector = v_right;
133
134         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
135 }
136
137 void spawnfunc_weapon_porto (void)
138 {
139         if(g_race)
140         {
141                 startitem_failed = TRUE;
142                 remove(self);
143                 return;
144         }
145         else
146                 weapon_defaultspawnfunc(WEP_PORTO);
147 }
148
149 float w_porto(float req)
150 {
151         vector v_angle_save;
152
153         if (req == WR_AIM)
154         {
155                 self.BUTTON_ATCK = FALSE;
156                 self.BUTTON_ATCK2 = FALSE;
157                 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
158                         self.BUTTON_ATCK = TRUE;
159         }
160         else if (req == WR_THINK)
161         {
162                 if(self.porto_v_angle_held)
163                 {
164                         if(!self.BUTTON_ATCK2)
165                         {
166                                 msg_entity = self;
167                                 WRITESPECTATABLE_MSG_ONE({
168                                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
169                                         WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
170                                         WriteByte(MSG_ONE, WEP_PORTO);
171                                         WriteByte(MSG_ONE, 0);
172                                 });
173                                 self.porto_v_angle_held = 0;
174                         }
175                 }
176                 else
177                 {
178                         if(self.BUTTON_ATCK2)
179                         {
180                                 self.porto_v_angle = self.v_angle;
181                                 msg_entity = self;
182                                 WRITESPECTATABLE_MSG_ONE({
183                                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
184                                         WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
185                                         WriteByte(MSG_ONE, WEP_PORTO);
186                                         WriteByte(MSG_ONE, 1);
187                                         WriteCoord(MSG_ONE, self.v_angle_x);
188                                         WriteCoord(MSG_ONE, self.v_angle_y);
189                                 });
190                                 self.porto_v_angle_held = 1;
191                         }
192                 }
193                 v_angle_save = self.v_angle;
194                 if(self.porto_v_angle_held)
195                         makevectors(self.porto_v_angle); // override the previously set angles
196
197                 if (self.BUTTON_ATCK)
198                 if (!self.portal_id)
199                 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
200                 {
201                         W_Porto_Attack();
202                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
203                 }
204         }
205         else if (req == WR_PRECACHE)
206         {
207                 precache_model ("models/grenademodel.md3");
208                 precache_model ("models/weapons/g_porto.md3");
209                 precache_model ("models/weapons/v_porto.md3");
210                 precache_model ("models/weapons/w_porto.zym");
211                 precache_sound ("weapons/grenade_fire.wav");
212                 precache_model ("models/portal.md3");
213         }
214         else if (req == WR_SETUP)
215                 weapon_setup(WEP_PORTO);
216         else if (req == WR_SUICIDEMESSAGE)
217                 w_deathtypestring = "did the impossible";
218         else if (req == WR_KILLMESSAGE)
219                 w_deathtypestring = "felt # doing the impossible";
220         return TRUE;
221 };