4 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
9 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
11 // Truncate information when this beam is displayed to the owner client
12 // - The owner client has no use for beam start position or directions,
13 // it always figures this information out for itself with csqc code.
14 // - Spectating the owner also truncates this information.
15 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
16 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
18 WriteByte(MSG_ENTITY, sf);
19 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
21 if(sf & ARC_SF_SETTINGS) // settings information
23 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
24 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
25 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
26 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
27 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
28 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
30 WriteByte(MSG_ENTITY, drawlocal);
31 WriteByte(MSG_ENTITY, etof(this.owner));
33 if(sf & ARC_SF_START) // starting location
35 WriteVector(MSG_ENTITY, this.beam_start);
37 if(sf & ARC_SF_WANTDIR) // want/aim direction
39 WriteVector(MSG_ENTITY, this.beam_wantdir);
41 if(sf & ARC_SF_BEAMDIR) // beam direction
43 WriteAngleVector(MSG_ENTITY, this.beam_dir);
45 if(sf & ARC_SF_BEAMTYPE) // beam type
47 WriteByte(MSG_ENTITY, this.beam_type);
53 void Reset_ArcBeam(entity player, vector forward)
55 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
57 .entity weaponentity = weaponentities[slot];
58 if(!player.(weaponentity).arc_beam)
60 player.(weaponentity).arc_beam.beam_dir = forward;
61 player.(weaponentity).arc_beam.beam_teleporttime = time;
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
67 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
69 player.arc_overheat = 0;
73 if ( player.(weaponentity).arc_beam )
74 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
76 if ( player.arc_overheat > time )
78 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79 * player.arc_cooldown;
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
86 player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
92 this.event_damage = func_null;
93 RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
100 W_Arc_Bolt_Explode(this, trigger);
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
105 if(GetResource(this, RES_HEALTH) <= 0)
108 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109 return; // g_projectiles_damage says to halt
111 TakeResource(this, RES_HEALTH, damage);
112 this.angles = vectoangles(this.velocity);
114 if(GetResource(this, RES_HEALTH) <= 0)
115 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
120 PROJECTILE_TOUCH(this, toucher);
121 if(this.cnt >= WEP_CVAR(arc, bolt_bounce_count) || !WEP_CVAR(arc, bolt_bounce_count) || toucher.takedamage == DAMAGE_AIM) {
122 this.use(this, NULL, toucher);
125 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
126 this.angles = vectoangles(this.velocity);
128 this.projectiledeathtype |= HITTYPE_BOUNCE;
129 if(WEP_CVAR(arc, bolt_bounce_explode))
130 RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, toucher);
131 if(this.cnt == 1 && WEP_CVAR(arc, bolt_bounce_lifetime))
132 this.nextthink = time + WEP_CVAR(arc, bolt_bounce_lifetime);
136 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
138 W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
140 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
142 entity missile = new(missile);
143 missile.owner = missile.realowner = actor;
144 missile.bot_dodge = true;
145 IL_PUSH(g_bot_dodge, missile);
146 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
148 missile.takedamage = DAMAGE_YES;
149 SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
150 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
151 missile.event_damage = W_Arc_Bolt_Damage;
152 missile.damagedbycontents = true;
153 IL_PUSH(g_damagedbycontents, missile);
155 settouch(missile, W_Arc_Bolt_Touch);
157 missile.use = W_Arc_Bolt_Explode_use;
158 setthink(missile, adaptor_think2use_hittype_splash);
159 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
160 PROJECTILE_MAKETRIGGER(missile);
161 missile.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
162 missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
163 missile.weaponentity_fld = weaponentity;
164 setorigin(missile, w_shotorg);
165 setsize(missile, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS);
167 set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
168 W_SetupProjVelocity_PRE(missile, arc, bolt_);
170 missile.angles = vectoangles(missile.velocity);
171 missile.flags = FL_PROJECTILE;
172 IL_PUSH(g_projectiles, missile);
173 missile.missile_flags = MIF_SPLASH;
175 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
177 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
179 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
180 if(actor.(weaponentity).misc_bulletcounter == 0)
182 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, bolt_refire2) * W_WeaponRateFactor(actor);
183 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
187 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
191 void W_Arc_Beam_Think(entity this)
193 .entity weaponentity = this.weaponentity_fld;
194 entity own = this.owner;
195 if(this != own.(weaponentity).arc_beam)
202 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
204 if(!this.beam_bursting)
205 this.beam_bursting = true;
206 burst = ARC_BT_BURSTMASK;
209 Weapon thiswep = WEP_ARC;
211 // TODO: use standard weapon use checks here!
212 if(!IS_PLAYER(own) || IS_DEAD(own) || STAT(FROZEN, own) || game_stopped || own.vehicle
213 || !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
214 || own.(weaponentity).m_switchweapon != WEP_ARC
215 || (!PHYS_INPUT_BUTTON_ATCK(own) && !burst)
216 || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
218 if ( WEP_CVAR(arc, cooldown) > 0 )
220 float cooldown_speed = 0;
221 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
223 cooldown_speed = WEP_CVAR(arc, cooldown);
227 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
230 bool overheat = (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max));
233 Send_Effect(EFFECT_ARC_OVERHEAT, this.beam_start, this.beam_wantdir, 1);
234 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
237 if ( cooldown_speed )
239 if (WEP_CVAR(arc, cooldown_release) || overheat)
240 own.arc_overheat = time + this.beam_heat / cooldown_speed;
241 own.arc_cooldown = cooldown_speed;
246 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
247 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
249 // note: this doesn't force the switch
250 W_SwitchToOtherWeapon(own, weaponentity);
252 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
258 float coefficient = frametime;
259 if(!(own.items & IT_UNLIMITED_AMMO))
263 { rootammo = WEP_CVAR(arc, burst_ammo); }
265 { rootammo = WEP_CVAR(arc, beam_ammo); }
269 coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
270 SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
273 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
274 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
276 makevectors(own.v_angle);
285 WEP_CVAR(arc, beam_damage) * coefficient,
286 WEP_CVAR(arc, beam_range),
290 // After teleport, "lock" the beam until the teleport is confirmed.
291 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
292 w_shotdir = this.beam_dir;
295 // network information: shot origin and want/aim direction
296 if(this.beam_start != w_shotorg)
298 this.SendFlags |= ARC_SF_START;
299 this.beam_start = w_shotorg;
301 if(this.beam_wantdir != w_shotdir)
303 this.SendFlags |= ARC_SF_WANTDIR;
304 this.beam_wantdir = w_shotdir;
307 if(!this.beam_initialized)
309 this.beam_dir = w_shotdir;
310 this.beam_initialized = true;
313 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
314 // idea: blend together this.beam_dir with the inverted direction the player is moving in
315 // might have to make some special accomodation so that it only uses view_right and view_up
317 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
320 if(this.beam_dir != w_shotdir)
322 // calculate how much we're going to move the end of the beam to the want position
323 // WEAPONTODO (server and client):
324 // blendfactor never actually becomes 0 in this situation, which is a problem
325 // regarding precision... this means that this.beam_dir and w_shotdir approach
326 // eachother, however they never actually become the same value with this method.
327 // Perhaps we should do some form of rounding/snapping?
328 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
329 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
331 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
332 float blendfactor = bound(
334 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
335 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
337 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
338 this.beam_dir = w_shotdir;
340 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
344 // the radius is not too far yet, no worries :D
345 float blendfactor = bound(
347 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
350 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
351 this.beam_dir = w_shotdir;
353 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
356 // network information: beam direction
357 this.SendFlags |= ARC_SF_BEAMDIR;
359 // calculate how many segments are needed
360 float max_allowed_segments;
362 if(WEP_CVAR(arc, beam_distancepersegment))
364 max_allowed_segments = min(
366 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
369 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
371 if(WEP_CVAR(arc, beam_degreespersegment))
378 WEP_CVAR(arc, beam_maxangle)
381 WEP_CVAR(arc, beam_degreespersegment)
386 else { segments = 1; }
388 else { segments = 1; }
390 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
391 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
394 float new_beam_type = 0;
395 vector last_origin = w_shotorg;
396 for(i = 1; i <= segments; ++i)
398 // WEAPONTODO (client):
399 // In order to do nice fading and pointing on the starting segment, we must always
400 // have that drawn as a separate triangle... However, that is difficult to do when
401 // keeping in mind the above problems and also optimizing the amount of segments
402 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
404 vector new_origin = bezier_quadratic_getpoint(
409 vector new_dir = normalize(new_origin - last_origin);
411 WarpZone_traceline_antilag(
420 // Do all the transforms for warpzones right now, as we already
421 // "are" in the post-trace system (if we hit a player, that's
422 // always BEHIND the last passed wz).
423 last_origin = trace_endpos;
424 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
425 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
426 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
427 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
431 bool is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
432 if(SAME_TEAM(own, trace_ent))
434 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
435 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
436 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
437 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
438 if(IS_PLAYER(trace_ent) && rootarmor)
440 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
442 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
443 trace_ent.pauserotarmor_finished = max(
444 trace_ent.pauserotarmor_finished,
445 time + autocvar_g_balance_pause_armor_rot
449 if(roothealth || rootarmor)
450 new_beam_type = ARC_BT_HEAL;
452 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
454 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
455 // NO. trace_endpos should be just fine. If not,
456 // that's an engine bug that needs proper debugging.
457 vector hitorigin = trace_endpos;
459 float falloff = ExponentialFalloff(
460 WEP_CVAR(arc, beam_falloff_mindist),
461 WEP_CVAR(arc, beam_falloff_maxdist),
462 WEP_CVAR(arc, beam_falloff_halflifedist),
463 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
470 { rootdamage = WEP_CVAR(arc, burst_damage); }
472 { rootdamage = WEP_CVAR(arc, beam_damage); }
475 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
477 if(accuracy_isgooddamage(own, trace_ent))
483 rootdamage * coefficient * falloff
491 rootdamage * coefficient * falloff,
495 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
498 new_beam_type = ARC_BT_HIT;
502 else if(trace_fraction != 1)
504 // we collided with geometry
505 new_beam_type = ARC_BT_WALL;
510 // te_explosion(trace_endpos);
512 // if we're bursting, use burst visual effects
513 new_beam_type |= burst;
515 // network information: beam type
516 if(new_beam_type != this.beam_type)
518 this.SendFlags |= ARC_SF_BEAMTYPE;
519 this.beam_type = new_beam_type;
522 own.(weaponentity).beam_prev = time;
523 this.nextthink = time;
526 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
529 // only play fire sound if 1 sec has passed since player let go the fire button
530 if(time - actor.(weaponentity).beam_prev > 1)
531 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
533 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
534 beam.weaponentity_fld = weaponentity;
535 beam.solid = SOLID_NOT;
536 setthink(beam, W_Arc_Beam_Think);
538 set_movetype(beam, MOVETYPE_NONE);
539 beam.bot_dodge = true;
540 IL_PUSH(g_bot_dodge, beam);
541 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
542 beam.beam_bursting = burst;
543 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
545 getthink(beam)(beam);
547 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
549 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
551 w_ready(thiswep, actor, weaponentity, fire);
555 // attack handled by the beam itself, this is just a loop to keep the attack happening!
557 // NOTE: arc doesn't use a refire
558 //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
559 actor.(weaponentity).wframe = WFRAME_FIRE1;
560 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
562 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
564 // calculate a rough shot origin to show the effect from TODO: move this to the client side!
565 makevectors(actor.v_angle);
566 w_shotdir = v_forward;
567 vector md = actor.(weaponentity).movedir;
568 vector vecs = ((md.x > 0) ? md : '0 0 0');
569 vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
570 w_shotorg = actor.origin + actor.view_ofs + dv;
571 //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
573 vector smoke_origin = w_shotorg + actor.velocity*frametime;
574 if ( actor.arc_overheat > time )
576 if ( random() < actor.(weaponentity).arc_heat_percent )
577 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
578 if ( (fire & 1) || (fire & 2) )
580 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
581 if ( !actor.arc_smoke_sound )
583 actor.arc_smoke_sound = 1;
584 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
588 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
589 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
591 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
592 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
593 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
596 bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
597 bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
598 if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
600 actor.arc_smoke_sound = 0;
601 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
605 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
607 if(WEP_CVAR(arc, beam_botaimspeed))
609 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
612 WEP_CVAR(arc, beam_botaimspeed),
614 WEP_CVAR(arc, beam_botaimlifetime),
620 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
630 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
632 Arc_Player_SetHeat(actor, weaponentity);
633 Arc_Smoke(thiswep, actor, weaponentity, fire);
635 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
637 if (time >= actor.arc_overheat)
638 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
641 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
644 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
645 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
648 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
652 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
654 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
656 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
658 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
660 actor.(weaponentity).wframe = WFRAME_FIRE1;
661 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
662 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
671 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
673 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
674 if(!(actor.items & IT_UNLIMITED_AMMO))
676 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
677 w_ready(thiswep, actor, weaponentity, fire);
680 float ammo_available = GetResource(actor, thiswep.ammo_type);
681 // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
682 // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
683 float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
684 int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
686 // We also don't want to use 3 rounds if there's only 2 left.
687 int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
688 W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
690 // Bursting counts up to 0 from a negative.
691 actor.(weaponentity).misc_bulletcounter = -to_shoot;
692 W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
696 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
698 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
699 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
700 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
702 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
706 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
709 actor.arc_count = autocvar_g_balance_arc_secondary_count;
710 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
711 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
715 METHOD(Arc, wr_suicidemessage, Notification(entity thiswep))
717 if(w_deathtype & HITTYPE_SECONDARY)
718 return WEAPON_ARC_SUICIDE_BOLT;
720 return WEAPON_THINKING_WITH_PORTALS;
722 METHOD(Arc, wr_init, void(entity thiswep))
724 if(!arc_shotorigin[0])
726 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
727 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
728 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
729 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
732 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
734 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
736 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
738 if(WEP_CVAR(arc, bolt))
740 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
741 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
745 return WEP_CVAR(arc, overheat_max) > 0 &&
746 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
748 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
750 if(w_deathtype & HITTYPE_SECONDARY)
751 return WEAPON_ARC_MURDER_SPRAY;
753 return WEAPON_ARC_MURDER;
755 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
757 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
758 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
759 actor.arc_overheat = 0;
760 actor.arc_cooldown = 0;
761 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
763 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
765 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
766 weapon_dropevent_item.arc_overheat > time )
768 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
769 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
772 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
774 actor.arc_overheat = 0;
775 actor.arc_cooldown = 0;
776 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
778 .entity weaponentity = weaponentities[slot];
779 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
782 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
784 actor.arc_overheat = 0;
785 actor.arc_cooldown = 0;
786 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
790 bool autocvar_cl_arcbeam_teamcolor = true;
791 bool autocvar_cl_arcbeam_simple = true;
795 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
797 if(w_deathtype & HITTYPE_SECONDARY)
799 vector org2 = w_org + w_backoff * 2;
800 pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
801 if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
805 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
807 entity beam = Draw_ArcBeam_callback_entity;
808 vector transformed_view_org;
809 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
811 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
812 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
813 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
819 if(trace_fraction != 1)
821 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
822 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
823 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
833 // decide upon thickness
834 float thickness = beam.beam_thickness;
836 // draw primary beam render
837 vector top = hitorigin + (thickdir * thickness);
838 vector bottom = hitorigin - (thickdir * thickness);
840 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
841 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
843 if(autocvar_cl_arcbeam_simple)
844 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
847 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
850 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
856 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
862 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
868 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
875 // draw trailing particles
877 // - Don't use spammy particle counts here, use a FEW small particles around the beam
878 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
879 if(beam.beam_traileffect)
881 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
884 // set up for the next
885 Draw_ArcBeam_callback_last_thickness = thickness;
886 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
887 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
893 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
894 e.beam_initialized = false;
896 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
897 e.beam_initialized = false;
901 void Draw_ArcBeam(entity this)
903 float dt = time - this.move_time;
904 this.move_time = time;
905 if(dt <= 0) { return; }
907 if(!this.beam_usevieworigin)
909 InterpolateOrigin_Do(this);
912 // origin = beam starting origin
913 // v_angle = wanted/aim direction
914 // angles = current direction of beam
917 vector wantdir; //= view_forward;
918 vector beamdir; //= this.beam_dir;
921 if(this.beam_usevieworigin)
924 // Currently we have to replicate nearly the same method of figuring
925 // out the shotdir that the server does... Ideally in the future we
926 // should be able to acquire this from a generalized function built
927 // into a weapon system for client code.
929 // find where we are aiming
930 vector myviewangle = view_angles;
931 if (autocvar_chase_active)
933 if (autocvar_cl_lockview)
934 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
936 myviewangle = warpzone_save_view_angles;
938 vector forward, right, up;
939 MAKE_VECTORS(myviewangle, forward, right, up);
940 entity wepent = viewmodels[this.beam_slot];
942 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
944 // decide upon start position
945 if(this.beam_usevieworigin == 2)
946 { start_pos = warpzone_save_view_origin; }
948 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
950 { start_pos = this.origin; }
952 // trace forward with an estimation
955 start_pos + forward * this.beam_range,
960 int v_shot_idx; // used later
961 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
962 if(v_shot_idx && this.beam_usevieworigin == 2)
963 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
965 // untransform in case our trace went through a warpzone
966 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
968 // un-adjust trueaim if shotend is too close
969 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
970 end_pos = start_pos + (forward * g_trueaim_minrange);
972 // move shot origin to the actual gun muzzle origin
973 vector origin_offset = '0 0 0';
974 if(!v_shot_idx || this.beam_usevieworigin != 2)
976 this.beam_shotorigin = wepent.movedir;
977 origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
980 this.beam_shotorigin = '0 0 0';
982 start_pos = start_pos + origin_offset;
984 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
985 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
986 start_pos = trace_endpos;
988 // calculate the aim direction now
989 wantdir = normalize(end_pos - start_pos);
991 if(!this.beam_initialized)
993 this.beam_dir = wantdir;
994 this.beam_initialized = true;
996 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
999 if(this.beam_dir != wantdir)
1001 // calculate how much we're going to move the end of the beam to the want position
1002 // WEAPONTODO (server and client):
1003 // blendfactor never actually becomes 0 in this situation, which is a problem
1004 // regarding precision... this means that this.beam_dir and w_shotdir approach
1005 // eachother, however they never actually become the same value with this method.
1006 // Perhaps we should do some form of rounding/snapping?
1007 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1008 if(angle && (angle > this.beam_maxangle))
1010 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1011 float blendfactor = bound(
1013 (1 - (this.beam_returnspeed * dt)),
1014 min(this.beam_maxangle / angle, 1)
1016 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1020 // the radius is not too far yet, no worries :D
1021 float blendfactor = bound(
1023 (1 - (this.beam_returnspeed * dt)),
1026 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1029 // calculate how many segments are needed
1030 float max_allowed_segments;
1032 if(this.beam_distancepersegment)
1034 max_allowed_segments = min(
1036 1 + (vlen(wantdir / this.beam_distancepersegment))
1039 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1041 if(this.beam_degreespersegment)
1051 this.beam_degreespersegment
1053 max_allowed_segments
1056 else { segments = 1; }
1058 else { segments = 1; }
1060 // set the beam direction which the rest of the code will refer to
1061 beamdir = this.beam_dir;
1063 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1064 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1068 // set the values from the provided info from the networked entity
1069 start_pos = this.origin;
1070 wantdir = this.v_angle;
1071 beamdir = this.angles;
1073 if(beamdir != wantdir)
1075 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1077 // calculate how many segments are needed
1078 float max_allowed_segments;
1080 if(this.beam_distancepersegment)
1082 max_allowed_segments = min(
1084 1 + (vlen(wantdir / this.beam_distancepersegment))
1087 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1089 if(this.beam_degreespersegment)
1099 this.beam_degreespersegment
1101 max_allowed_segments
1104 else { segments = 1; }
1106 else { segments = 1; }
1109 setorigin(this, start_pos);
1110 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1112 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1113 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1115 Draw_ArcBeam_callback_entity = this;
1116 Draw_ArcBeam_callback_last_thickness = 0;
1117 Draw_ArcBeam_callback_last_top = start_pos;
1118 Draw_ArcBeam_callback_last_bottom = start_pos;
1120 vector last_origin = start_pos;
1121 vector original_start_pos = start_pos;
1124 for(i = 1; i <= segments; ++i)
1126 // WEAPONTODO (client):
1127 // In order to do nice fading and pointing on the starting segment, we must always
1128 // have that drawn as a separate triangle... However, that is difficult to do when
1129 // keeping in mind the above problems and also optimizing the amount of segments
1130 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1132 vector new_origin = bezier_quadratic_getpoint(
1138 WarpZone_TraceBox_ThroughZone(
1146 Draw_ArcBeam_callback
1149 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1150 // system (if we hit a player, that's always BEHIND the last passed wz).
1151 last_origin = trace_endpos;
1152 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1153 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1154 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1155 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1156 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1157 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1159 if(trace_fraction < 1) { break; }
1162 // visual effects for startpoint and endpoint
1163 if(this.beam_hiteffect)
1165 // FIXME we really should do this on the server so it actually
1166 // matches gameplay. What this client side stuff is doing is no
1167 // more than guesswork.
1168 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1170 this.beam_hiteffect,
1176 if(this.beam_hitlight[0])
1180 this.beam_hitlight[0],
1182 this.beam_hitlight[1],
1183 this.beam_hitlight[2],
1184 this.beam_hitlight[3]
1188 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1191 this.beam_muzzleeffect,
1192 original_start_pos + wantdir * 20,
1197 if(this.beam_muzzlelight[0])
1200 original_start_pos + wantdir * 20,
1201 this.beam_muzzlelight[0],
1203 this.beam_muzzlelight[1],
1204 this.beam_muzzlelight[2],
1205 this.beam_muzzlelight[3]
1211 Draw_ArcBeam_callback_entity = NULL;
1212 Draw_ArcBeam_callback_last_thickness = 0;
1213 Draw_ArcBeam_callback_last_top = '0 0 0';
1214 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1217 void Remove_ArcBeam(entity this)
1219 delete(this.beam_muzzleentity);
1220 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1223 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1225 int sf = ReadByte();
1226 int slot = ReadByte();
1229 this.beam_slot = slot;
1233 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1235 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1237 // set other main attributes of the beam
1238 this.draw = Draw_ArcBeam;
1239 IL_PUSH(g_drawables, this);
1240 this.entremove = Remove_ArcBeam;
1241 this.move_time = time;
1242 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1244 flash = new(arc_flash);
1246 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1247 //flash.drawmask = MASK_NORMAL;
1248 flash.solid = SOLID_NOT;
1249 flash.avelocity_z = 5000;
1250 setattachment(flash, this, "");
1251 setorigin(flash, '0 0 0');
1253 this.beam_muzzleentity = flash;
1257 flash = this.beam_muzzleentity;
1260 if(sf & ARC_SF_SETTINGS) // settings information
1262 this.beam_degreespersegment = ReadShort();
1263 this.beam_distancepersegment = ReadShort();
1264 this.beam_maxangle = ReadShort();
1265 this.beam_range = ReadCoord();
1266 this.beam_returnspeed = ReadShort();
1267 this.beam_tightness = (ReadByte() / 10);
1271 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1275 this.beam_usevieworigin = 0;
1278 this.sv_entnum = ReadByte();
1281 if(!this.beam_usevieworigin)
1283 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1284 this.iflags = IFLAG_ORIGIN;
1286 InterpolateOrigin_Undo(this);
1289 if(sf & ARC_SF_START) // starting location
1291 this.origin = ReadVector();
1293 else if(this.beam_usevieworigin) // infer the location from player location
1295 if(this.beam_usevieworigin == 2)
1298 this.origin = view_origin;
1302 // use player origin so that third person display still works
1303 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1307 setorigin(this, this.origin);
1309 if(sf & ARC_SF_WANTDIR) // want/aim direction
1311 this.v_angle = ReadVector();
1314 if(sf & ARC_SF_BEAMDIR) // beam direction
1316 this.angles = ReadAngleVector();
1319 if(sf & ARC_SF_BEAMTYPE) // beam type
1321 this.beam_type = ReadByte();
1323 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1324 switch(this.beam_type)
1328 this.beam_color = beamcolor;
1329 this.beam_alpha = 0.5;
1330 this.beam_thickness = 8;
1331 this.beam_traileffect = (EFFECT_ARC_BEAM);
1332 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1333 this.beam_hitlight[0] = 0;
1334 this.beam_hitlight[1] = 1;
1335 this.beam_hitlight[2] = 1;
1336 this.beam_hitlight[3] = 1;
1337 this.beam_muzzleeffect = EFFECT_Null;
1338 this.beam_muzzlelight[0] = 0;
1339 this.beam_muzzlelight[1] = 1;
1340 this.beam_muzzlelight[2] = 1;
1341 this.beam_muzzlelight[3] = 1;
1342 this.beam_image = "particles/lgbeam";
1343 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1345 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1346 flash.alpha = this.beam_alpha;
1347 flash.colormod = this.beam_color;
1352 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1354 this.beam_color = beamcolor;
1355 this.beam_alpha = 0.5;
1356 this.beam_thickness = 8;
1357 this.beam_traileffect = (EFFECT_ARC_BEAM);
1358 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1359 this.beam_hitlight[0] = 0;
1360 this.beam_hitlight[1] = 1;
1361 this.beam_hitlight[2] = 1;
1362 this.beam_hitlight[3] = 1;
1363 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1364 this.beam_muzzlelight[0] = 0;
1365 this.beam_muzzlelight[1] = 1;
1366 this.beam_muzzlelight[2] = 1;
1367 this.beam_muzzlelight[3] = 1;
1368 this.beam_image = "particles/lgbeam";
1369 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1371 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1372 flash.alpha = this.beam_alpha;
1373 flash.colormod = this.beam_color;
1380 this.beam_color = beamcolor;
1381 this.beam_alpha = 0.5;
1382 this.beam_thickness = 8;
1383 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1384 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1385 this.beam_hitlight[0] = 0;
1386 this.beam_hitlight[1] = 1;
1387 this.beam_hitlight[2] = 1;
1388 this.beam_hitlight[3] = 1;
1389 this.beam_muzzleeffect = EFFECT_Null;
1390 this.beam_muzzlelight[0] = 0;
1391 this.beam_muzzlelight[1] = 1;
1392 this.beam_muzzlelight[2] = 1;
1393 this.beam_muzzlelight[3] = 1;
1394 this.beam_image = "particles/lgbeam";
1395 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1397 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1398 flash.alpha = this.beam_alpha;
1399 flash.colormod = this.beam_color;
1406 this.beam_color = beamcolor;
1407 this.beam_alpha = 0.5;
1408 this.beam_thickness = 8;
1409 this.beam_traileffect = (EFFECT_ARC_BEAM);
1410 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1411 this.beam_hitlight[0] = 20;
1412 this.beam_hitlight[1] = 1;
1413 this.beam_hitlight[2] = 0;
1414 this.beam_hitlight[3] = 0;
1415 this.beam_muzzleeffect = EFFECT_Null;
1416 this.beam_muzzlelight[0] = 50;
1417 this.beam_muzzlelight[1] = 1;
1418 this.beam_muzzlelight[2] = 0;
1419 this.beam_muzzlelight[3] = 0;
1420 this.beam_image = "particles/lgbeam";
1421 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1423 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1424 flash.alpha = this.beam_alpha;
1425 flash.colormod = this.beam_color;
1430 case ARC_BT_BURST_MISS:
1432 this.beam_color = beamcolor;
1433 this.beam_alpha = 0.5;
1434 this.beam_thickness = 14;
1435 this.beam_traileffect = (EFFECT_ARC_BEAM);
1436 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1437 this.beam_hitlight[0] = 0;
1438 this.beam_hitlight[1] = 1;
1439 this.beam_hitlight[2] = 1;
1440 this.beam_hitlight[3] = 1;
1441 this.beam_muzzleeffect = EFFECT_Null;
1442 this.beam_muzzlelight[0] = 0;
1443 this.beam_muzzlelight[1] = 1;
1444 this.beam_muzzlelight[2] = 1;
1445 this.beam_muzzlelight[3] = 1;
1446 this.beam_image = "particles/lgbeam";
1447 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1449 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1450 flash.alpha = this.beam_alpha;
1451 flash.colormod = this.beam_color;
1456 case ARC_BT_BURST_WALL:
1458 this.beam_color = beamcolor;
1459 this.beam_alpha = 0.5;
1460 this.beam_thickness = 14;
1461 this.beam_traileffect = (EFFECT_ARC_BEAM);
1462 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1463 this.beam_hitlight[0] = 0;
1464 this.beam_hitlight[1] = 1;
1465 this.beam_hitlight[2] = 1;
1466 this.beam_hitlight[3] = 1;
1467 this.beam_muzzleeffect = EFFECT_Null;
1468 this.beam_muzzlelight[0] = 0;
1469 this.beam_muzzlelight[1] = 1;
1470 this.beam_muzzlelight[2] = 1;
1471 this.beam_muzzlelight[3] = 1;
1472 this.beam_image = "particles/lgbeam";
1473 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1475 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1476 flash.alpha = this.beam_alpha;
1477 flash.colormod = this.beam_color;
1482 case ARC_BT_BURST_HEAL:
1484 this.beam_color = beamcolor;
1485 this.beam_alpha = 0.5;
1486 this.beam_thickness = 14;
1487 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1488 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1489 this.beam_hitlight[0] = 0;
1490 this.beam_hitlight[1] = 1;
1491 this.beam_hitlight[2] = 1;
1492 this.beam_hitlight[3] = 1;
1493 this.beam_muzzleeffect = EFFECT_Null;
1494 this.beam_muzzlelight[0] = 0;
1495 this.beam_muzzlelight[1] = 1;
1496 this.beam_muzzlelight[2] = 1;
1497 this.beam_muzzlelight[3] = 1;
1498 this.beam_image = "particles/lgbeam";
1499 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1501 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1502 flash.alpha = this.beam_alpha;
1503 flash.colormod = this.beam_color;
1508 case ARC_BT_BURST_HIT:
1510 this.beam_color = beamcolor;
1511 this.beam_alpha = 0.5;
1512 this.beam_thickness = 14;
1513 this.beam_traileffect = (EFFECT_ARC_BEAM);
1514 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1515 this.beam_hitlight[0] = 0;
1516 this.beam_hitlight[1] = 1;
1517 this.beam_hitlight[2] = 1;
1518 this.beam_hitlight[3] = 1;
1519 this.beam_muzzleeffect = EFFECT_Null;
1520 this.beam_muzzlelight[0] = 0;
1521 this.beam_muzzlelight[1] = 1;
1522 this.beam_muzzlelight[2] = 1;
1523 this.beam_muzzlelight[3] = 1;
1524 this.beam_image = "particles/lgbeam";
1525 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1527 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1528 flash.alpha = this.beam_alpha;
1529 flash.colormod = this.beam_color;
1535 // shouldn't be possible, but lets make it colorful if it does :D
1538 this.beam_color = randomvec();
1539 this.beam_alpha = 1;
1540 this.beam_thickness = 8;
1541 this.beam_traileffect = NULL;
1542 this.beam_hiteffect = NULL;
1543 this.beam_hitlight[0] = 0;
1544 this.beam_hitlight[1] = 1;
1545 this.beam_hitlight[2] = 1;
1546 this.beam_hitlight[3] = 1;
1547 this.beam_muzzleeffect = EFFECT_Null;
1548 this.beam_muzzlelight[0] = 0;
1549 this.beam_muzzlelight[1] = 1;
1550 this.beam_muzzlelight[2] = 1;
1551 this.beam_muzzlelight[3] = 1;
1552 this.beam_image = "particles/lgbeam";
1553 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1555 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1556 flash.alpha = this.beam_alpha;
1557 flash.colormod = this.beam_color;
1565 if(!this.beam_usevieworigin)
1567 InterpolateOrigin_Note(this);