5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_NORMAL,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* modelname */ "arc",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairhlac 0.7",
13 /* wepimg */ "weaponarc",
15 /* wepname */ _("Arc")
18 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
19 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, beam_ammo) \
21 w_cvar(id, sn, NONE, beam_animtime) \
22 w_cvar(id, sn, NONE, beam_botaimspeed) \
23 w_cvar(id, sn, NONE, beam_botaimlifetime) \
24 w_cvar(id, sn, NONE, beam_damage) \
25 w_cvar(id, sn, NONE, beam_degreespersegment) \
26 w_cvar(id, sn, NONE, beam_distancepersegment) \
27 w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
28 w_cvar(id, sn, NONE, beam_falloff_maxdist) \
29 w_cvar(id, sn, NONE, beam_falloff_mindist) \
30 w_cvar(id, sn, NONE, beam_force) \
31 w_cvar(id, sn, NONE, beam_healing_amax) \
32 w_cvar(id, sn, NONE, beam_healing_aps) \
33 w_cvar(id, sn, NONE, beam_healing_hmax) \
34 w_cvar(id, sn, NONE, beam_healing_hps) \
35 w_cvar(id, sn, NONE, beam_maxangle) \
36 w_cvar(id, sn, NONE, beam_nonplayerdamage) \
37 w_cvar(id, sn, NONE, beam_range) \
38 w_cvar(id, sn, NONE, beam_refire) \
39 w_cvar(id, sn, NONE, beam_returnspeed) \
40 w_cvar(id, sn, NONE, beam_tightness) \
41 w_cvar(id, sn, NONE, burst_ammo) \
42 w_cvar(id, sn, NONE, burst_damage) \
43 w_cvar(id, sn, NONE, burst_healing_aps) \
44 w_cvar(id, sn, NONE, burst_healing_hps) \
45 w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
46 w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
47 w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \
48 w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \
49 w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \
50 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
51 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
52 w_prop(id, sn, string, weaponreplace, weaponreplace) \
53 w_prop(id, sn, float, weaponstart, weaponstart) \
54 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
55 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
58 const float ARC_MAX_SEGMENTS = 20;
59 vector arc_shotorigin[4];
65 const int ARC_BT_MISS = 0x00;
66 const int ARC_BT_WALL = 0x01;
67 const int ARC_BT_HEAL = 0x02;
68 const int ARC_BT_HIT = 0x03;
69 const int ARC_BT_BURST_MISS = 0x10;
70 const int ARC_BT_BURST_WALL = 0x11;
71 const int ARC_BT_BURST_HEAL = 0x12;
72 const int ARC_BT_BURST_HIT = 0x13;
73 const int ARC_BT_BURSTMASK = 0x10;
75 const int ARC_SF_SETTINGS = 1;
76 const int ARC_SF_START = 2;
77 const int ARC_SF_WANTDIR = 4;
78 const int ARC_SF_BEAMDIR = 8;
79 const int ARC_SF_BEAMTYPE = 16;
80 const int ARC_SF_LOCALMASK = 14;
83 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
85 .float arc_BUTTON_ATCK_prev; // for better animation control
87 .float beam_initialized;
89 .float beam_teleporttime;
90 .float beam_heat; // (beam) amount of heat produced
91 .float arc_overheat; // (dropped arc/player) time during which it's too hot
92 .float arc_cooldown; // (dropped arc/player) cooling speed
93 .float arc_heat_percent; // (player) arc heat in [0,1] (stat)
94 .float arc_smoke_sound;
97 void Ent_ReadArcBeam(float isnew);
101 .float beam_thickness;
102 .float beam_traileffect;
103 .float beam_hiteffect;
104 .float beam_hitlight[4]; // 0: radius, 123: rgb
105 .float beam_muzzleeffect;
106 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
109 .entity beam_muzzleentity;
111 .float beam_degreespersegment;
112 .float beam_distancepersegment;
113 .float beam_usevieworigin;
114 .float beam_initialized;
115 .float beam_maxangle;
117 .float beam_returnspeed;
118 .float beam_tightness;
119 .vector beam_shotorigin;
121 entity Draw_ArcBeam_callback_entity;
122 float Draw_ArcBeam_callback_last_thickness;
123 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
124 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
127 #ifdef IMPLEMENTATION
129 void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
131 float W_Arc_Beam_Send(entity to, int sf)
133 WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
135 // Truncate information when this beam is displayed to the owner client
136 // - The owner client has no use for beam start position or directions,
137 // it always figures this information out for itself with csqc code.
138 // - Spectating the owner also truncates this information.
139 float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
140 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
142 WriteByte(MSG_ENTITY, sf);
144 if(sf & ARC_SF_SETTINGS) // settings information
146 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
147 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
148 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
149 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
150 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
151 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
153 WriteByte(MSG_ENTITY, drawlocal);
155 if(sf & ARC_SF_START) // starting location
157 WriteCoord(MSG_ENTITY, self.beam_start.x);
158 WriteCoord(MSG_ENTITY, self.beam_start.y);
159 WriteCoord(MSG_ENTITY, self.beam_start.z);
161 if(sf & ARC_SF_WANTDIR) // want/aim direction
163 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
164 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
165 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
167 if(sf & ARC_SF_BEAMDIR) // beam direction
169 WriteCoord(MSG_ENTITY, self.beam_dir.x);
170 WriteCoord(MSG_ENTITY, self.beam_dir.y);
171 WriteCoord(MSG_ENTITY, self.beam_dir.z);
173 if(sf & ARC_SF_BEAMTYPE) // beam type
175 WriteByte(MSG_ENTITY, self.beam_type);
181 void Reset_ArcBeam(entity player, vector forward)
183 if (!player.arc_beam) {
186 player.arc_beam.beam_dir = forward;
187 player.arc_beam.beam_teleporttime = time;
190 float Arc_GetHeat_Percent(entity player)
192 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
194 player.arc_overheat = 0;
198 if ( player.arc_beam )
199 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
201 if ( player.arc_overheat > time )
203 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
204 * player.arc_cooldown;
209 void Arc_Player_SetHeat(entity player)
211 player.arc_heat_percent = Arc_GetHeat_Percent(player);
212 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
215 void W_Arc_Beam_Think(void)
217 if(self != self.owner.arc_beam)
225 if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
227 if(!self.beam_bursting)
228 self.beam_bursting = true;
229 burst = ARC_BT_BURSTMASK;
233 !IS_PLAYER(self.owner)
235 (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
237 self.owner.deadflag != DEAD_NO
239 (!self.owner.BUTTON_ATCK && !burst )
245 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
248 if ( WEP_CVAR(arc, cooldown) > 0 )
250 float cooldown_speed = 0;
251 if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
253 cooldown_speed = WEP_CVAR(arc, cooldown);
257 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
260 if ( cooldown_speed )
262 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
263 self.owner.arc_cooldown = cooldown_speed;
266 if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
268 Send_Effect_("arc_overheat",
269 self.beam_start, self.beam_wantdir, 1 );
270 sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
274 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
275 entity oldself = self;
277 if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
278 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
280 // note: this doesn't force the switch
281 W_SwitchToOtherWeapon(self);
289 float coefficient = frametime;
290 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
294 { rootammo = WEP_CVAR(arc, burst_ammo); }
296 { rootammo = WEP_CVAR(arc, beam_ammo); }
300 coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
301 self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
304 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
305 self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
307 makevectors(self.owner.v_angle);
315 WEP_CVAR(arc, beam_damage) * coefficient,
316 WEP_CVAR(arc, beam_range)
319 // After teleport, "lock" the beam until the teleport is confirmed.
320 if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
321 w_shotdir = self.beam_dir;
324 // network information: shot origin and want/aim direction
325 if(self.beam_start != w_shotorg)
327 self.SendFlags |= ARC_SF_START;
328 self.beam_start = w_shotorg;
330 if(self.beam_wantdir != w_shotdir)
332 self.SendFlags |= ARC_SF_WANTDIR;
333 self.beam_wantdir = w_shotdir;
336 if(!self.beam_initialized)
338 self.beam_dir = w_shotdir;
339 self.beam_initialized = true;
342 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
343 // idea: blend together self.beam_dir with the inverted direction the player is moving in
344 // might have to make some special accomodation so that it only uses view_right and view_up
346 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
349 if(self.beam_dir != w_shotdir)
351 // calculate how much we're going to move the end of the beam to the want position
352 // WEAPONTODO (server and client):
353 // blendfactor never actually becomes 0 in this situation, which is a problem
354 // regarding precision... this means that self.beam_dir and w_shotdir approach
355 // eachother, however they never actually become the same value with this method.
356 // Perhaps we should do some form of rounding/snapping?
357 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
358 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
360 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
361 float blendfactor = bound(
363 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
364 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
366 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
370 // the radius is not too far yet, no worries :D
371 float blendfactor = bound(
373 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
376 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
379 // network information: beam direction
380 self.SendFlags |= ARC_SF_BEAMDIR;
382 // calculate how many segments are needed
383 float max_allowed_segments;
385 if(WEP_CVAR(arc, beam_distancepersegment))
387 max_allowed_segments = min(
389 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
392 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
394 if(WEP_CVAR(arc, beam_degreespersegment))
401 WEP_CVAR(arc, beam_maxangle)
404 WEP_CVAR(arc, beam_degreespersegment)
409 else { segments = 1; }
411 else { segments = 1; }
413 vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
414 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
417 float new_beam_type = 0;
418 vector last_origin = w_shotorg;
419 for(i = 1; i <= segments; ++i)
421 // WEAPONTODO (client):
422 // In order to do nice fading and pointing on the starting segment, we must always
423 // have that drawn as a separate triangle... However, that is difficult to do when
424 // keeping in mind the above problems and also optimizing the amount of segments
425 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
427 vector new_origin = bezier_quadratic_getpoint(
432 vector new_dir = normalize(new_origin - last_origin);
434 WarpZone_traceline_antilag(
440 ANTILAG_LATENCY(self.owner)
443 // Do all the transforms for warpzones right now, as we already
444 // "are" in the post-trace system (if we hit a player, that's
445 // always BEHIND the last passed wz).
446 last_origin = trace_endpos;
447 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
448 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
449 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
450 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
455 trace_ent.classname == "body"
457 IS_MONSTER(trace_ent)
460 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
462 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
463 // NO. trace_endpos should be just fine. If not,
464 // that's an engine bug that needs proper debugging.
465 vector hitorigin = trace_endpos;
467 float falloff = ExponentialFalloff(
468 WEP_CVAR(arc, beam_falloff_mindist),
469 WEP_CVAR(arc, beam_falloff_maxdist),
470 WEP_CVAR(arc, beam_falloff_halflifedist),
471 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
474 if(is_player && SAME_TEAM(self.owner, trace_ent))
476 float roothealth, rootarmor;
479 roothealth = WEP_CVAR(arc, burst_healing_hps);
480 rootarmor = WEP_CVAR(arc, burst_healing_aps);
484 roothealth = WEP_CVAR(arc, beam_healing_hps);
485 rootarmor = WEP_CVAR(arc, beam_healing_aps);
488 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
490 trace_ent.health = min(
491 trace_ent.health + (roothealth * coefficient),
492 WEP_CVAR(arc, beam_healing_hmax)
495 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
497 trace_ent.armorvalue = min(
498 trace_ent.armorvalue + (rootarmor * coefficient),
499 WEP_CVAR(arc, beam_healing_amax)
503 // stop rot, set visual effect
504 if(roothealth || rootarmor)
506 trace_ent.pauserothealth_finished = max(
507 trace_ent.pauserothealth_finished,
508 time + autocvar_g_balance_pause_health_rot
510 trace_ent.pauserotarmor_finished = max(
511 trace_ent.pauserotarmor_finished,
512 time + autocvar_g_balance_pause_armor_rot
514 new_beam_type = ARC_BT_HEAL;
523 { rootdamage = WEP_CVAR(arc, burst_damage); }
525 { rootdamage = WEP_CVAR(arc, beam_damage); }
528 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
530 if(accuracy_isgooddamage(self.owner, trace_ent))
536 rootdamage * coefficient * falloff
544 rootdamage * coefficient * falloff,
547 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
550 new_beam_type = ARC_BT_HIT;
554 else if(trace_fraction != 1)
556 // we collided with geometry
557 new_beam_type = ARC_BT_WALL;
562 // te_explosion(trace_endpos);
564 // if we're bursting, use burst visual effects
565 new_beam_type |= burst;
567 // network information: beam type
568 if(new_beam_type != self.beam_type)
570 self.SendFlags |= ARC_SF_BEAMTYPE;
571 self.beam_type = new_beam_type;
574 self.owner.beam_prev = time;
575 self.nextthink = time;
578 void W_Arc_Beam(float burst)
581 // only play fire sound if 1 sec has passed since player let go the fire button
582 if(time - self.beam_prev > 1)
583 sound(self, CH_WEAPON_A, W_Sound("arc_fire"), VOL_BASE, ATTN_NORM);
585 entity beam = self.arc_beam = spawn();
586 beam.classname = "W_Arc_Beam";
587 beam.solid = SOLID_NOT;
588 beam.think = W_Arc_Beam_Think;
590 beam.movetype = MOVETYPE_NONE;
591 beam.bot_dodge = true;
592 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
593 beam.beam_bursting = burst;
594 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
596 entity oldself = self;
604 makevectors(self.v_angle);
605 W_SetupShot_Range(self,true,0,"",0,0,0);
607 vector smoke_origin = w_shotorg + self.velocity*frametime;
608 if ( self.arc_overheat > time )
610 if ( random() < self.arc_heat_percent )
611 Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
612 if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
614 Send_Effect_("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
615 if ( !self.arc_smoke_sound )
617 self.arc_smoke_sound = 1;
618 sound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop_overheat"), VOL_BASE, ATTN_NORM);
622 else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
623 self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
625 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
626 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
627 Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
630 if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
631 !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
633 self.arc_smoke_sound = 0;
634 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
644 if(WEP_CVAR(arc, beam_botaimspeed))
646 self.BUTTON_ATCK = bot_aim(
647 WEP_CVAR(arc, beam_botaimspeed),
649 WEP_CVAR(arc, beam_botaimlifetime),
655 self.BUTTON_ATCK = bot_aim(
666 Arc_Player_SetHeat(self);
669 if ( self.arc_overheat <= time )
670 if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
673 if(self.arc_BUTTON_ATCK_prev)
676 if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
677 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
680 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
683 if((!self.arc_beam) || wasfreed(self.arc_beam))
685 if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
687 W_Arc_Beam(!!self.BUTTON_ATCK2);
689 if(!self.arc_BUTTON_ATCK_prev)
691 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
692 self.arc_BUTTON_ATCK_prev = 1;
700 if(self.arc_BUTTON_ATCK_prev != 0)
702 sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
703 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
704 ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
706 self.arc_BUTTON_ATCK_prev = 0;
709 if(self.BUTTON_ATCK2)
710 if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
713 self.arc_count = autocvar_g_balance_arc_secondary_count;
714 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
715 self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
723 precache_model(W_Model("g_arc.md3"));
724 precache_model(W_Model("v_arc.md3"));
725 precache_model(W_Model("h_arc.iqm"));
726 precache_sound(W_Sound("arc_fire"));
727 precache_sound(W_Sound("arc_loop"));
728 precache_sound(W_Sound("arc_stop"));
729 precache_sound(W_Sound("arc_loop_overheat"));
730 if(!arc_shotorigin[0])
732 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
733 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
734 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
735 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
737 ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
742 return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
746 return WEP_CVAR(arc, overheat_max) > 0 &&
747 ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
751 ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
756 return WEAPON_ARC_MURDER;
760 weapon_dropevent_item.arc_overheat = self.arc_overheat;
761 weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
762 self.arc_overheat = 0;
763 self.arc_cooldown = 0;
768 if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
769 weapon_dropevent_item.arc_overheat > time )
771 self.arc_overheat = weapon_dropevent_item.arc_overheat;
772 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
781 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
783 entity beam = Draw_ArcBeam_callback_entity;
784 vector transformed_view_org;
785 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
787 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
788 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
789 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
795 if(trace_fraction != 1)
797 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
798 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
799 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
809 // decide upon thickness
810 float thickness = beam.beam_thickness;
812 // draw primary beam render
813 vector top = hitorigin + (thickdir * thickness);
814 vector bottom = hitorigin - (thickdir * thickness);
816 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
817 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
819 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
822 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
828 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
834 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
840 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
846 // draw trailing particles
848 // - Don't use spammy particle counts here, use a FEW small particles around the beam
849 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
850 if(beam.beam_traileffect)
852 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
855 // set up for the next
856 Draw_ArcBeam_callback_last_thickness = thickness;
857 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
858 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
861 void Reset_ArcBeam(void)
864 for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
865 e.beam_initialized = false;
867 for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
868 e.beam_initialized = false;
872 void Draw_ArcBeam(void)
874 float dt = time - self.move_time;
875 self.move_time = time;
876 if(dt <= 0) { return; }
878 if(!self.beam_usevieworigin)
880 InterpolateOrigin_Do();
883 // origin = beam starting origin
884 // v_angle = wanted/aim direction
885 // angles = current direction of beam
888 vector wantdir; //= view_forward;
889 vector beamdir; //= self.beam_dir;
892 if(self.beam_usevieworigin)
895 // Currently we have to replicate nearly the same method of figuring
896 // out the shotdir that the server does... Ideally in the future we
897 // should be able to acquire this from a generalized function built
898 // into a weapon system for client code.
900 // find where we are aiming
901 makevectors(warpzone_save_view_angles);
902 vector forward = v_forward;
903 vector right = v_right;
906 // decide upon start position
907 if(self.beam_usevieworigin == 2)
908 { start_pos = warpzone_save_view_origin; }
910 { start_pos = self.origin; }
912 // trace forward with an estimation
915 start_pos + forward * self.beam_range,
920 // untransform in case our trace went through a warpzone
921 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
923 // un-adjust trueaim if shotend is too close
924 if(vlen(end_pos - start_pos) < g_trueaim_minrange)
925 end_pos = start_pos + (forward * g_trueaim_minrange);
927 // move shot origin to the actual gun muzzle origin
928 vector origin_offset =
929 right * -self.beam_shotorigin.y
930 + up * self.beam_shotorigin.z;
932 start_pos = start_pos + origin_offset;
934 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
935 traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
936 start_pos = trace_endpos;
938 // calculate the aim direction now
939 wantdir = normalize(end_pos - start_pos);
941 if(!self.beam_initialized)
943 self.beam_dir = wantdir;
944 self.beam_initialized = true;
947 if(self.beam_dir != wantdir)
949 // calculate how much we're going to move the end of the beam to the want position
950 // WEAPONTODO (server and client):
951 // blendfactor never actually becomes 0 in this situation, which is a problem
952 // regarding precision... this means that self.beam_dir and w_shotdir approach
953 // eachother, however they never actually become the same value with this method.
954 // Perhaps we should do some form of rounding/snapping?
955 float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
956 if(angle && (angle > self.beam_maxangle))
958 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
959 float blendfactor = bound(
961 (1 - (self.beam_returnspeed * frametime)),
962 min(self.beam_maxangle / angle, 1)
964 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
968 // the radius is not too far yet, no worries :D
969 float blendfactor = bound(
971 (1 - (self.beam_returnspeed * frametime)),
974 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
977 // calculate how many segments are needed
978 float max_allowed_segments;
980 if(self.beam_distancepersegment)
982 max_allowed_segments = min(
984 1 + (vlen(wantdir / self.beam_distancepersegment))
987 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
989 if(self.beam_degreespersegment)
999 self.beam_degreespersegment
1001 max_allowed_segments
1004 else { segments = 1; }
1006 else { segments = 1; }
1008 // set the beam direction which the rest of the code will refer to
1009 beamdir = self.beam_dir;
1011 // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
1012 self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1016 // set the values from the provided info from the networked entity
1017 start_pos = self.origin;
1018 wantdir = self.v_angle;
1019 beamdir = self.angles;
1021 if(beamdir != wantdir)
1023 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1025 // calculate how many segments are needed
1026 float max_allowed_segments;
1028 if(self.beam_distancepersegment)
1030 max_allowed_segments = min(
1032 1 + (vlen(wantdir / self.beam_distancepersegment))
1035 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1037 if(self.beam_degreespersegment)
1047 self.beam_degreespersegment
1049 max_allowed_segments
1052 else { segments = 1; }
1054 else { segments = 1; }
1057 setorigin(self, start_pos);
1058 self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1060 vector beam_endpos = (start_pos + (beamdir * self.beam_range));
1061 vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
1063 Draw_ArcBeam_callback_entity = self;
1064 Draw_ArcBeam_callback_last_thickness = 0;
1065 Draw_ArcBeam_callback_last_top = start_pos;
1066 Draw_ArcBeam_callback_last_bottom = start_pos;
1068 vector last_origin = start_pos;
1069 vector original_start_pos = start_pos;
1072 for(i = 1; i <= segments; ++i)
1074 // WEAPONTODO (client):
1075 // In order to do nice fading and pointing on the starting segment, we must always
1076 // have that drawn as a separate triangle... However, that is difficult to do when
1077 // keeping in mind the above problems and also optimizing the amount of segments
1078 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1080 vector new_origin = bezier_quadratic_getpoint(
1086 WarpZone_TraceBox_ThroughZone(
1094 Draw_ArcBeam_callback
1097 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1098 // system (if we hit a player, that's always BEHIND the last passed wz).
1099 last_origin = trace_endpos;
1100 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1101 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1102 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1103 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1104 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1105 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1107 if(trace_fraction < 1) { break; }
1110 // visual effects for startpoint and endpoint
1111 if(self.beam_hiteffect)
1113 // FIXME we really should do this on the server so it actually
1114 // matches gameplay. What this client side stuff is doing is no
1115 // more than guesswork.
1116 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1118 self.beam_hiteffect,
1124 if(self.beam_hitlight[0])
1128 self.beam_hitlight[0],
1130 self.beam_hitlight[1],
1131 self.beam_hitlight[2],
1132 self.beam_hitlight[3]
1136 if(self.beam_muzzleeffect)
1139 self.beam_muzzleeffect,
1140 original_start_pos + wantdir * 20,
1145 if(self.beam_muzzlelight[0])
1148 original_start_pos + wantdir * 20,
1149 self.beam_muzzlelight[0],
1151 self.beam_muzzlelight[1],
1152 self.beam_muzzlelight[2],
1153 self.beam_muzzlelight[3]
1159 Draw_ArcBeam_callback_entity = world;
1160 Draw_ArcBeam_callback_last_thickness = 0;
1161 Draw_ArcBeam_callback_last_top = '0 0 0';
1162 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1165 void Remove_ArcBeam(void)
1167 remove(self.beam_muzzleentity);
1168 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
1171 void Ent_ReadArcBeam(float isnew)
1173 int sf = ReadByte();
1178 // calculate shot origin offset from gun alignment
1179 int gunalign = autocvar_cl_gunalign;
1180 if(gunalign != 1 && gunalign != 2 && gunalign != 4)
1181 gunalign = 3; // default value
1184 self.beam_shotorigin = arc_shotorigin[gunalign];
1186 // set other main attributes of the beam
1187 self.draw = Draw_ArcBeam;
1188 self.entremove = Remove_ArcBeam;
1189 self.move_time = time;
1190 loopsound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop"), VOL_BASE, ATTEN_NORM);
1194 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1195 flash.drawmask = MASK_NORMAL;
1196 flash.solid = SOLID_NOT;
1197 flash.avelocity_z = 5000;
1198 setattachment(flash, self, "");
1199 setorigin(flash, '0 0 0');
1201 self.beam_muzzleentity = flash;
1205 flash = self.beam_muzzleentity;
1208 if(sf & ARC_SF_SETTINGS) // settings information
1210 self.beam_degreespersegment = ReadShort();
1211 self.beam_distancepersegment = ReadShort();
1212 self.beam_maxangle = ReadShort();
1213 self.beam_range = ReadCoord();
1214 self.beam_returnspeed = ReadShort();
1215 self.beam_tightness = (ReadByte() / 10);
1219 if(autocvar_chase_active)
1220 { self.beam_usevieworigin = 1; }
1221 else // use view origin
1222 { self.beam_usevieworigin = 2; }
1226 self.beam_usevieworigin = 0;
1230 if(!self.beam_usevieworigin)
1232 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1233 self.iflags = IFLAG_ORIGIN;
1235 InterpolateOrigin_Undo();
1238 if(sf & ARC_SF_START) // starting location
1240 self.origin_x = ReadCoord();
1241 self.origin_y = ReadCoord();
1242 self.origin_z = ReadCoord();
1244 else if(self.beam_usevieworigin) // infer the location from player location
1246 if(self.beam_usevieworigin == 2)
1249 self.origin = view_origin;
1253 // use player origin so that third person display still works
1254 self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
1258 setorigin(self, self.origin);
1260 if(sf & ARC_SF_WANTDIR) // want/aim direction
1262 self.v_angle_x = ReadCoord();
1263 self.v_angle_y = ReadCoord();
1264 self.v_angle_z = ReadCoord();
1267 if(sf & ARC_SF_BEAMDIR) // beam direction
1269 self.angles_x = ReadCoord();
1270 self.angles_y = ReadCoord();
1271 self.angles_z = ReadCoord();
1274 if(sf & ARC_SF_BEAMTYPE) // beam type
1276 self.beam_type = ReadByte();
1277 switch(self.beam_type)
1281 self.beam_color = '1 1 1';
1282 self.beam_alpha = 0.5;
1283 self.beam_thickness = 8;
1284 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1285 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1286 self.beam_hitlight[0] = 0;
1287 self.beam_hitlight[1] = 1;
1288 self.beam_hitlight[2] = 1;
1289 self.beam_hitlight[3] = 1;
1290 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1291 self.beam_muzzlelight[0] = 0;
1292 self.beam_muzzlelight[1] = 1;
1293 self.beam_muzzlelight[2] = 1;
1294 self.beam_muzzlelight[3] = 1;
1295 if(self.beam_muzzleeffect >= 0)
1297 setmodel(flash, "models/flash.md3");
1298 flash.alpha = self.beam_alpha;
1299 flash.colormod = self.beam_color;
1304 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1306 self.beam_color = '1 1 1';
1307 self.beam_alpha = 0.5;
1308 self.beam_thickness = 8;
1309 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1310 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1311 self.beam_hitlight[0] = 0;
1312 self.beam_hitlight[1] = 1;
1313 self.beam_hitlight[2] = 1;
1314 self.beam_hitlight[3] = 1;
1315 self.beam_muzzleeffect = -1; // particleeffectnum(EFFECT_GRENADE_MUZZLEFLASH);
1316 self.beam_muzzlelight[0] = 0;
1317 self.beam_muzzlelight[1] = 1;
1318 self.beam_muzzlelight[2] = 1;
1319 self.beam_muzzlelight[3] = 1;
1320 self.beam_image = "particles/lgbeam";
1321 if(self.beam_muzzleeffect >= 0)
1323 setmodel(flash, "models/flash.md3");
1324 flash.alpha = self.beam_alpha;
1325 flash.colormod = self.beam_color;
1332 self.beam_color = '1 1 1';
1333 self.beam_alpha = 0.5;
1334 self.beam_thickness = 8;
1335 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
1336 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT);
1337 self.beam_hitlight[0] = 0;
1338 self.beam_hitlight[1] = 1;
1339 self.beam_hitlight[2] = 1;
1340 self.beam_hitlight[3] = 1;
1341 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1342 self.beam_muzzlelight[0] = 0;
1343 self.beam_muzzlelight[1] = 1;
1344 self.beam_muzzlelight[2] = 1;
1345 self.beam_muzzlelight[3] = 1;
1346 self.beam_image = "particles/lgbeam";
1347 if(self.beam_muzzleeffect >= 0)
1349 setmodel(flash, "models/flash.md3");
1350 flash.alpha = self.beam_alpha;
1351 flash.colormod = self.beam_color;
1358 self.beam_color = '1 1 1';
1359 self.beam_alpha = 0.5;
1360 self.beam_thickness = 8;
1361 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1362 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1363 self.beam_hitlight[0] = 20;
1364 self.beam_hitlight[1] = 1;
1365 self.beam_hitlight[2] = 0;
1366 self.beam_hitlight[3] = 0;
1367 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1368 self.beam_muzzlelight[0] = 50;
1369 self.beam_muzzlelight[1] = 1;
1370 self.beam_muzzlelight[2] = 0;
1371 self.beam_muzzlelight[3] = 0;
1372 self.beam_image = "particles/lgbeam";
1373 if(self.beam_muzzleeffect >= 0)
1375 setmodel(flash, "models/flash.md3");
1376 flash.alpha = self.beam_alpha;
1377 flash.colormod = self.beam_color;
1382 case ARC_BT_BURST_MISS:
1384 self.beam_color = '1 1 1';
1385 self.beam_alpha = 0.5;
1386 self.beam_thickness = 14;
1387 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1388 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1389 self.beam_hitlight[0] = 0;
1390 self.beam_hitlight[1] = 1;
1391 self.beam_hitlight[2] = 1;
1392 self.beam_hitlight[3] = 1;
1393 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1394 self.beam_muzzlelight[0] = 0;
1395 self.beam_muzzlelight[1] = 1;
1396 self.beam_muzzlelight[2] = 1;
1397 self.beam_muzzlelight[3] = 1;
1398 self.beam_image = "particles/lgbeam";
1399 if(self.beam_muzzleeffect >= 0)
1401 setmodel(flash, "models/flash.md3");
1402 flash.alpha = self.beam_alpha;
1403 flash.colormod = self.beam_color;
1408 case ARC_BT_BURST_WALL:
1410 self.beam_color = '1 1 1';
1411 self.beam_alpha = 0.5;
1412 self.beam_thickness = 14;
1413 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1414 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1415 self.beam_hitlight[0] = 0;
1416 self.beam_hitlight[1] = 1;
1417 self.beam_hitlight[2] = 1;
1418 self.beam_hitlight[3] = 1;
1419 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1420 self.beam_muzzlelight[0] = 0;
1421 self.beam_muzzlelight[1] = 1;
1422 self.beam_muzzlelight[2] = 1;
1423 self.beam_muzzlelight[3] = 1;
1424 self.beam_image = "particles/lgbeam";
1425 if(self.beam_muzzleeffect >= 0)
1427 setmodel(flash, "models/flash.md3");
1428 flash.alpha = self.beam_alpha;
1429 flash.colormod = self.beam_color;
1434 case ARC_BT_BURST_HEAL:
1436 self.beam_color = '1 1 1';
1437 self.beam_alpha = 0.5;
1438 self.beam_thickness = 14;
1439 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
1440 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT2);
1441 self.beam_hitlight[0] = 0;
1442 self.beam_hitlight[1] = 1;
1443 self.beam_hitlight[2] = 1;
1444 self.beam_hitlight[3] = 1;
1445 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1446 self.beam_muzzlelight[0] = 0;
1447 self.beam_muzzlelight[1] = 1;
1448 self.beam_muzzlelight[2] = 1;
1449 self.beam_muzzlelight[3] = 1;
1450 self.beam_image = "particles/lgbeam";
1451 if(self.beam_muzzleeffect >= 0)
1453 setmodel(flash, "models/flash.md3");
1454 flash.alpha = self.beam_alpha;
1455 flash.colormod = self.beam_color;
1460 case ARC_BT_BURST_HIT:
1462 self.beam_color = '1 1 1';
1463 self.beam_alpha = 0.5;
1464 self.beam_thickness = 14;
1465 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1466 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1467 self.beam_hitlight[0] = 0;
1468 self.beam_hitlight[1] = 1;
1469 self.beam_hitlight[2] = 1;
1470 self.beam_hitlight[3] = 1;
1471 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1472 self.beam_muzzlelight[0] = 0;
1473 self.beam_muzzlelight[1] = 1;
1474 self.beam_muzzlelight[2] = 1;
1475 self.beam_muzzlelight[3] = 1;
1476 self.beam_image = "particles/lgbeam";
1477 if(self.beam_muzzleeffect >= 0)
1479 setmodel(flash, "models/flash.md3");
1480 flash.alpha = self.beam_alpha;
1481 flash.colormod = self.beam_color;
1487 // shouldn't be possible, but lets make it colorful if it does :D
1490 self.beam_color = randomvec();
1491 self.beam_alpha = 1;
1492 self.beam_thickness = 8;
1493 self.beam_traileffect = false;
1494 self.beam_hiteffect = false;
1495 self.beam_hitlight[0] = 0;
1496 self.beam_hitlight[1] = 1;
1497 self.beam_hitlight[2] = 1;
1498 self.beam_hitlight[3] = 1;
1499 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1500 self.beam_muzzlelight[0] = 0;
1501 self.beam_muzzlelight[1] = 1;
1502 self.beam_muzzlelight[2] = 1;
1503 self.beam_muzzlelight[3] = 1;
1504 self.beam_image = "particles/lgbeam";
1505 if(self.beam_muzzleeffect >= 0)
1507 setmodel(flash, "models/flash.md3");
1508 flash.alpha = self.beam_alpha;
1509 flash.colormod = self.beam_color;
1517 if(!self.beam_usevieworigin)
1519 InterpolateOrigin_Note();
1527 case WR_IMPACTEFFECT:
1534 precache_sound(W_Sound("arc_loop"));
1537 case WR_ZOOMRETICLE:
1539 // no weapon specific image for this weapon