1 .float porto_grenade_id;
2 .vector porto_v_angle; // holds "held" view angles
3 .float porto_v_angle_held;
6 void W_Porto_Success (void)
8 self.owner.porto_grenade_id = 0;
12 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
13 void W_Porto_Fail (void)
15 centerprint(self.owner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
16 self.owner.porto_grenade_id = 0;
17 // TODO maybe instead throw the portal gun there?
18 // self.owner.weapons = self.owner.weapons | WEPBIT_PORTO;
19 setsize (self, '-16 -16 0', '16 16 32');
20 setorigin(self, self.origin + trace_plane_normal);
21 if(move_out_of_solid(self))
24 self.velocity = trigger_push_calculatevelocity(self.origin, self.owner, 128);
25 tracetoss(self, self);
26 if(vlen(trace_endpos - self.owner.origin) > 128)
27 self.velocity = '0 0 0';
28 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, self.velocity);
32 W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, '0 0 0');
37 void W_Porto_Think (void)
39 trace_plane_normal = '0 0 0';
40 if(self.owner.playerid != self.playerid)
46 void W_Porto_Touch (void)
49 norm = trace_plane_normal;
50 if(self.owner.playerid != self.playerid)
54 else if(self.cnt == 0)
57 if(!Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.porto_grenade_id))
59 trace_plane_normal = norm;
63 trace_plane_normal = norm;
64 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
68 if(!Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.porto_grenade_id))
70 trace_plane_normal = norm;
79 void W_Porto_Attack (void)
83 if (cvar("g_use_ammunition"))
84 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
85 W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
87 //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
91 gren.classname = "porto";
92 gren.bot_dodge = TRUE;
93 gren.bot_dodgerating = 200;
94 gren.movetype = MOVETYPE_BOUNCEMISSILE;
95 gren.solid = SOLID_BBOX;
96 gren.effects = EF_LOWPRECISION;
97 gren.modelflags = MF_GRENADE;
98 setmodel(gren, "models/grenademodel.md3"); // precision set above
99 setsize(gren, '0 0 0', '0 0 0');
100 setorigin(gren, w_shotorg);
102 gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
103 gren.think = W_Porto_Think;
104 gren.touch = W_Porto_Touch;
105 gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
106 W_SetupProjectileVelocity(gren);
108 gren.angles = vectoangles (gren.velocity);
109 gren.flags = FL_PROJECTILE;
111 self.porto_grenade_id = gren.porto_grenade_id = time;
112 gren.playerid = self.playerid;
113 fixedmakevectors(vectoangles(gren.velocity));
114 gren.right_vector = v_right;
116 gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
119 void spawnfunc_weapon_porto (void)
121 weapon_defaultspawnfunc(WEP_PORTO);
124 float w_porto(float req)
130 self.BUTTON_ATCK = FALSE;
131 self.BUTTON_ATCK2 = FALSE;
132 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
133 self.BUTTON_ATCK = TRUE;
135 else if (req == WR_THINK)
137 if(self.porto_v_angle_held)
139 if(!self.BUTTON_ATCK2)
142 WRITESPECTATABLE_MSG_ONE({
143 WriteByte(MSG_ONE, SVC_TEMPENTITY);
144 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
145 WriteByte(MSG_ONE, WEP_PORTO);
146 WriteByte(MSG_ONE, 0);
148 self.porto_v_angle_held = 0;
153 if(self.BUTTON_ATCK2)
155 self.porto_v_angle = self.v_angle;
157 WRITESPECTATABLE_MSG_ONE({
158 WriteByte(MSG_ONE, SVC_TEMPENTITY);
159 WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
160 WriteByte(MSG_ONE, WEP_PORTO);
161 WriteByte(MSG_ONE, 1);
162 WriteCoord(MSG_ONE, self.v_angle_x);
163 WriteCoord(MSG_ONE, self.v_angle_y);
165 self.porto_v_angle_held = 1;
168 v_angle_save = self.v_angle;
169 if(self.porto_v_angle_held)
170 makevectors(self.porto_v_angle); // override the previously set angles
172 if (self.BUTTON_ATCK)
173 if (!self.porto_grenade_id)
174 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
177 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
180 else if (req == WR_PRECACHE)
182 precache_model ("models/grenademodel.md3");
183 precache_model ("models/weapons/g_porto.md3");
184 precache_model ("models/weapons/v_porto.md3");
185 precache_model ("models/weapons/w_porto.zym");
186 precache_sound ("weapons/grenade_fire.wav");
187 precache_model ("models/portal.md3");
189 else if (req == WR_SETUP)
190 weapon_setup(WEP_PORTO);
191 else if (req == WR_SUICIDEMESSAGE)
192 w_deathtypestring = "did the impossible";
193 else if (req == WR_KILLMESSAGE)
194 w_deathtypestring = "felt # doing the impossible";