3 /* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Arc, impulse, int, 3)
5 /* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
6 /* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
8 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
10 /* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
12 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
13 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
14 /* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
15 /* refname */ ATTRIB(Arc, netname, string, "arc");
16 /* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
18 REGISTER_WEAPON(ARC, NEW(Arc));
20 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
21 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, beam_ammo) \
23 w_cvar(id, sn, NONE, beam_animtime) \
24 w_cvar(id, sn, NONE, beam_botaimspeed) \
25 w_cvar(id, sn, NONE, beam_botaimlifetime) \
26 w_cvar(id, sn, NONE, beam_damage) \
27 w_cvar(id, sn, NONE, beam_degreespersegment) \
28 w_cvar(id, sn, NONE, beam_distancepersegment) \
29 w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
30 w_cvar(id, sn, NONE, beam_falloff_maxdist) \
31 w_cvar(id, sn, NONE, beam_falloff_mindist) \
32 w_cvar(id, sn, NONE, beam_force) \
33 w_cvar(id, sn, NONE, beam_healing_amax) \
34 w_cvar(id, sn, NONE, beam_healing_aps) \
35 w_cvar(id, sn, NONE, beam_healing_hmax) \
36 w_cvar(id, sn, NONE, beam_healing_hps) \
37 w_cvar(id, sn, NONE, beam_maxangle) \
38 w_cvar(id, sn, NONE, beam_nonplayerdamage) \
39 w_cvar(id, sn, NONE, beam_range) \
40 w_cvar(id, sn, NONE, beam_refire) \
41 w_cvar(id, sn, NONE, beam_returnspeed) \
42 w_cvar(id, sn, NONE, beam_tightness) \
43 w_cvar(id, sn, NONE, burst_ammo) \
44 w_cvar(id, sn, NONE, burst_damage) \
45 w_cvar(id, sn, NONE, burst_healing_aps) \
46 w_cvar(id, sn, NONE, burst_healing_hps) \
47 w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
48 w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
49 w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \
50 w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \
51 w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \
52 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
53 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
54 w_prop(id, sn, string, weaponreplace, weaponreplace) \
55 w_prop(id, sn, float, weaponstart, weaponstart) \
56 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
57 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
60 const float ARC_MAX_SEGMENTS = 20;
61 vector arc_shotorigin[4];
67 const int ARC_BT_MISS = 0x00;
68 const int ARC_BT_WALL = 0x01;
69 const int ARC_BT_HEAL = 0x02;
70 const int ARC_BT_HIT = 0x03;
71 const int ARC_BT_BURST_MISS = 0x10;
72 const int ARC_BT_BURST_WALL = 0x11;
73 const int ARC_BT_BURST_HEAL = 0x12;
74 const int ARC_BT_BURST_HIT = 0x13;
75 const int ARC_BT_BURSTMASK = 0x10;
77 const int ARC_SF_SETTINGS = BIT(0);
78 const int ARC_SF_START = BIT(1);
79 const int ARC_SF_WANTDIR = BIT(2);
80 const int ARC_SF_BEAMDIR = BIT(3);
81 const int ARC_SF_BEAMTYPE = BIT(4);
82 const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
85 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
87 .bool arc_BUTTON_ATCK_prev; // for better animation control
89 .float beam_initialized;
91 .float beam_teleporttime;
92 .float beam_heat; // (beam) amount of heat produced
93 .float arc_overheat; // (dropped arc/player) time during which it's too hot
94 .float arc_cooldown; // (dropped arc/player) cooling speed
95 .float arc_heat_percent; // (player) arc heat in [0,1] (stat)
96 .float arc_smoke_sound;
99 void Ent_ReadArcBeam(float isnew);
103 .float beam_thickness;
104 .entity beam_traileffect;
105 .entity beam_hiteffect;
106 .float beam_hitlight[4]; // 0: radius, 123: rgb
107 .entity beam_muzzleeffect;
108 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
111 .entity beam_muzzleentity;
113 .float beam_degreespersegment;
114 .float beam_distancepersegment;
115 .float beam_usevieworigin;
116 .float beam_initialized;
117 .float beam_maxangle;
119 .float beam_returnspeed;
120 .float beam_tightness;
121 .vector beam_shotorigin;
123 entity Draw_ArcBeam_callback_entity;
124 float Draw_ArcBeam_callback_last_thickness;
125 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
126 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
129 #ifdef IMPLEMENTATION
131 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
133 bool W_Arc_Beam_Send(entity this, entity to, int sf)
135 WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
137 // Truncate information when this beam is displayed to the owner client
138 // - The owner client has no use for beam start position or directions,
139 // it always figures this information out for itself with csqc code.
140 // - Spectating the owner also truncates this information.
141 float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
142 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
144 WriteByte(MSG_ENTITY, sf);
146 if(sf & ARC_SF_SETTINGS) // settings information
148 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
149 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
150 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
151 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
152 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
153 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
155 WriteByte(MSG_ENTITY, drawlocal);
157 if(sf & ARC_SF_START) // starting location
159 WriteCoord(MSG_ENTITY, self.beam_start.x);
160 WriteCoord(MSG_ENTITY, self.beam_start.y);
161 WriteCoord(MSG_ENTITY, self.beam_start.z);
163 if(sf & ARC_SF_WANTDIR) // want/aim direction
165 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
166 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
167 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
169 if(sf & ARC_SF_BEAMDIR) // beam direction
171 WriteCoord(MSG_ENTITY, self.beam_dir.x);
172 WriteCoord(MSG_ENTITY, self.beam_dir.y);
173 WriteCoord(MSG_ENTITY, self.beam_dir.z);
175 if(sf & ARC_SF_BEAMTYPE) // beam type
177 WriteByte(MSG_ENTITY, self.beam_type);
183 void Reset_ArcBeam(entity player, vector forward)
185 if (!player.arc_beam) {
188 player.arc_beam.beam_dir = forward;
189 player.arc_beam.beam_teleporttime = time;
192 float Arc_GetHeat_Percent(entity player)
194 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
196 player.arc_overheat = 0;
200 if ( player.arc_beam )
201 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
203 if ( player.arc_overheat > time )
205 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
206 * player.arc_cooldown;
211 void Arc_Player_SetHeat(entity player)
213 player.arc_heat_percent = Arc_GetHeat_Percent(player);
214 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
217 void W_Arc_Beam_Think(void)
219 if(self != self.owner.arc_beam)
227 if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
229 if(!self.beam_bursting)
230 self.beam_bursting = true;
231 burst = ARC_BT_BURSTMASK;
235 !IS_PLAYER(self.owner)
237 (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
239 self.owner.deadflag != DEAD_NO
241 (!self.owner.BUTTON_ATCK && !burst )
247 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
250 if ( WEP_CVAR(arc, cooldown) > 0 )
252 float cooldown_speed = 0;
253 if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
255 cooldown_speed = WEP_CVAR(arc, cooldown);
259 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
262 if ( cooldown_speed )
264 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
265 self.owner.arc_cooldown = cooldown_speed;
268 if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
270 Send_Effect(EFFECT_ARC_OVERHEAT,
271 self.beam_start, self.beam_wantdir, 1 );
272 sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
276 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
279 if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
280 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
282 // note: this doesn't force the switch
283 W_SwitchToOtherWeapon(self);
291 float coefficient = frametime;
292 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
296 { rootammo = WEP_CVAR(arc, burst_ammo); }
298 { rootammo = WEP_CVAR(arc, beam_ammo); }
302 coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
303 self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
306 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
307 self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
309 makevectors(self.owner.v_angle);
317 WEP_CVAR(arc, beam_damage) * coefficient,
318 WEP_CVAR(arc, beam_range)
321 // After teleport, "lock" the beam until the teleport is confirmed.
322 if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
323 w_shotdir = self.beam_dir;
326 // network information: shot origin and want/aim direction
327 if(self.beam_start != w_shotorg)
329 self.SendFlags |= ARC_SF_START;
330 self.beam_start = w_shotorg;
332 if(self.beam_wantdir != w_shotdir)
334 self.SendFlags |= ARC_SF_WANTDIR;
335 self.beam_wantdir = w_shotdir;
338 if(!self.beam_initialized)
340 self.beam_dir = w_shotdir;
341 self.beam_initialized = true;
344 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
345 // idea: blend together self.beam_dir with the inverted direction the player is moving in
346 // might have to make some special accomodation so that it only uses view_right and view_up
348 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
351 if(self.beam_dir != w_shotdir)
353 // calculate how much we're going to move the end of the beam to the want position
354 // WEAPONTODO (server and client):
355 // blendfactor never actually becomes 0 in this situation, which is a problem
356 // regarding precision... this means that self.beam_dir and w_shotdir approach
357 // eachother, however they never actually become the same value with this method.
358 // Perhaps we should do some form of rounding/snapping?
359 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
360 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
362 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
363 float blendfactor = bound(
365 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
366 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
368 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
372 // the radius is not too far yet, no worries :D
373 float blendfactor = bound(
375 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
378 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
381 // network information: beam direction
382 self.SendFlags |= ARC_SF_BEAMDIR;
384 // calculate how many segments are needed
385 float max_allowed_segments;
387 if(WEP_CVAR(arc, beam_distancepersegment))
389 max_allowed_segments = min(
391 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
394 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
396 if(WEP_CVAR(arc, beam_degreespersegment))
403 WEP_CVAR(arc, beam_maxangle)
406 WEP_CVAR(arc, beam_degreespersegment)
411 else { segments = 1; }
413 else { segments = 1; }
415 vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
416 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
419 float new_beam_type = 0;
420 vector last_origin = w_shotorg;
421 for(i = 1; i <= segments; ++i)
423 // WEAPONTODO (client):
424 // In order to do nice fading and pointing on the starting segment, we must always
425 // have that drawn as a separate triangle... However, that is difficult to do when
426 // keeping in mind the above problems and also optimizing the amount of segments
427 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
429 vector new_origin = bezier_quadratic_getpoint(
434 vector new_dir = normalize(new_origin - last_origin);
436 WarpZone_traceline_antilag(
442 ANTILAG_LATENCY(self.owner)
445 // Do all the transforms for warpzones right now, as we already
446 // "are" in the post-trace system (if we hit a player, that's
447 // always BEHIND the last passed wz).
448 last_origin = trace_endpos;
449 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
450 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
451 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
452 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
457 trace_ent.classname == "body"
459 IS_MONSTER(trace_ent)
462 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
464 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
465 // NO. trace_endpos should be just fine. If not,
466 // that's an engine bug that needs proper debugging.
467 vector hitorigin = trace_endpos;
469 float falloff = ExponentialFalloff(
470 WEP_CVAR(arc, beam_falloff_mindist),
471 WEP_CVAR(arc, beam_falloff_maxdist),
472 WEP_CVAR(arc, beam_falloff_halflifedist),
473 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
476 if(is_player && SAME_TEAM(self.owner, trace_ent))
478 float roothealth, rootarmor;
481 roothealth = WEP_CVAR(arc, burst_healing_hps);
482 rootarmor = WEP_CVAR(arc, burst_healing_aps);
486 roothealth = WEP_CVAR(arc, beam_healing_hps);
487 rootarmor = WEP_CVAR(arc, beam_healing_aps);
490 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
492 trace_ent.health = min(
493 trace_ent.health + (roothealth * coefficient),
494 WEP_CVAR(arc, beam_healing_hmax)
497 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
499 trace_ent.armorvalue = min(
500 trace_ent.armorvalue + (rootarmor * coefficient),
501 WEP_CVAR(arc, beam_healing_amax)
505 // stop rot, set visual effect
506 if(roothealth || rootarmor)
508 trace_ent.pauserothealth_finished = max(
509 trace_ent.pauserothealth_finished,
510 time + autocvar_g_balance_pause_health_rot
512 trace_ent.pauserotarmor_finished = max(
513 trace_ent.pauserotarmor_finished,
514 time + autocvar_g_balance_pause_armor_rot
516 new_beam_type = ARC_BT_HEAL;
525 { rootdamage = WEP_CVAR(arc, burst_damage); }
527 { rootdamage = WEP_CVAR(arc, beam_damage); }
530 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
532 if(accuracy_isgooddamage(self.owner, trace_ent))
538 rootdamage * coefficient * falloff
546 rootdamage * coefficient * falloff,
549 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
552 new_beam_type = ARC_BT_HIT;
556 else if(trace_fraction != 1)
558 // we collided with geometry
559 new_beam_type = ARC_BT_WALL;
564 // te_explosion(trace_endpos);
566 // if we're bursting, use burst visual effects
567 new_beam_type |= burst;
569 // network information: beam type
570 if(new_beam_type != self.beam_type)
572 self.SendFlags |= ARC_SF_BEAMTYPE;
573 self.beam_type = new_beam_type;
576 self.owner.beam_prev = time;
577 self.nextthink = time;
580 void W_Arc_Beam(float burst)
583 // only play fire sound if 1 sec has passed since player let go the fire button
584 if(time - self.beam_prev > 1)
585 sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
587 entity beam = self.arc_beam = spawn();
588 beam.classname = "W_Arc_Beam";
589 beam.solid = SOLID_NOT;
590 beam.think = W_Arc_Beam_Think;
592 beam.movetype = MOVETYPE_NONE;
593 beam.bot_dodge = true;
594 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
595 beam.beam_bursting = burst;
596 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
598 WITH(entity, self, beam, beam.think());
603 makevectors(self.v_angle);
604 W_SetupShot_Range(self,true,0,"",0,0,0);
606 vector smoke_origin = w_shotorg + self.velocity*frametime;
607 if ( self.arc_overheat > time )
609 if ( random() < self.arc_heat_percent )
610 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
611 if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
613 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
614 if ( !self.arc_smoke_sound )
616 self.arc_smoke_sound = 1;
617 sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
621 else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
622 self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
624 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
625 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
626 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
629 if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
630 !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
632 self.arc_smoke_sound = 0;
633 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
637 METHOD(Arc, wr_aim, void(entity thiswep))
640 if(WEP_CVAR(arc, beam_botaimspeed))
642 self.BUTTON_ATCK = bot_aim(
643 WEP_CVAR(arc, beam_botaimspeed),
645 WEP_CVAR(arc, beam_botaimlifetime),
651 self.BUTTON_ATCK = bot_aim(
659 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
661 Arc_Player_SetHeat(actor);
664 if (time >= actor.arc_overheat)
665 if ((fire & 1) || (fire & 2) || actor.arc_beam.beam_bursting)
668 if(actor.arc_BUTTON_ATCK_prev)
671 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
672 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
675 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
678 if((!actor.arc_beam) || wasfreed(actor.arc_beam))
680 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(fire & 2), 0))
682 W_Arc_Beam(boolean(fire & 2));
684 if(!actor.arc_BUTTON_ATCK_prev)
686 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
687 actor.arc_BUTTON_ATCK_prev = true;
695 if(actor.arc_BUTTON_ATCK_prev)
697 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
698 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
699 int slot = weaponslot(weaponentity);
700 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
702 actor.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();
715 METHOD(Arc, wr_init, void(entity thiswep))
717 if(!arc_shotorigin[0])
719 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
720 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
721 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
722 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
724 ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
726 METHOD(Arc, wr_checkammo1, bool(entity thiswep))
729 return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
731 METHOD(Arc, wr_checkammo2, bool(entity thiswep))
734 return WEP_CVAR(arc, overheat_max) > 0 &&
735 ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
737 METHOD(Arc, wr_config, void(entity thiswep))
739 ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
741 METHOD(Arc, wr_killmessage, int(entity thiswep))
743 return WEAPON_ARC_MURDER;
745 METHOD(Arc, wr_drop, void(entity thiswep))
747 weapon_dropevent_item.arc_overheat = self.arc_overheat;
748 weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
749 self.arc_overheat = 0;
750 self.arc_cooldown = 0;
752 METHOD(Arc, wr_pickup, void(entity thiswep))
754 if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
755 weapon_dropevent_item.arc_overheat > time )
757 self.arc_overheat = weapon_dropevent_item.arc_overheat;
758 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
763 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
765 entity beam = Draw_ArcBeam_callback_entity;
766 vector transformed_view_org;
767 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
769 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
770 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
771 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
777 if(trace_fraction != 1)
779 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
780 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
781 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
791 // decide upon thickness
792 float thickness = beam.beam_thickness;
794 // draw primary beam render
795 vector top = hitorigin + (thickdir * thickness);
796 vector bottom = hitorigin - (thickdir * thickness);
798 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
799 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
801 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
804 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
810 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
816 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
822 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
828 // draw trailing particles
830 // - Don't use spammy particle counts here, use a FEW small particles around the beam
831 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
832 if(beam.beam_traileffect)
834 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
837 // set up for the next
838 Draw_ArcBeam_callback_last_thickness = thickness;
839 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
840 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
843 void Reset_ArcBeam(void)
846 for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
847 e.beam_initialized = false;
849 for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
850 e.beam_initialized = false;
854 void Draw_ArcBeam(entity this)
856 float dt = time - self.move_time;
857 self.move_time = time;
858 if(dt <= 0) { return; }
860 if(!self.beam_usevieworigin)
862 InterpolateOrigin_Do();
865 // origin = beam starting origin
866 // v_angle = wanted/aim direction
867 // angles = current direction of beam
870 vector wantdir; //= view_forward;
871 vector beamdir; //= self.beam_dir;
874 if(self.beam_usevieworigin)
877 // Currently we have to replicate nearly the same method of figuring
878 // out the shotdir that the server does... Ideally in the future we
879 // should be able to acquire this from a generalized function built
880 // into a weapon system for client code.
882 // find where we are aiming
883 makevectors(warpzone_save_view_angles);
884 vector forward = v_forward;
885 vector right = v_right;
888 // decide upon start position
889 if(self.beam_usevieworigin == 2)
890 { start_pos = warpzone_save_view_origin; }
892 { start_pos = self.origin; }
894 // trace forward with an estimation
897 start_pos + forward * self.beam_range,
902 // untransform in case our trace went through a warpzone
903 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
905 // un-adjust trueaim if shotend is too close
906 if(vlen(end_pos - start_pos) < g_trueaim_minrange)
907 end_pos = start_pos + (forward * g_trueaim_minrange);
909 // move shot origin to the actual gun muzzle origin
910 vector origin_offset =
911 right * -self.beam_shotorigin.y
912 + up * self.beam_shotorigin.z;
914 start_pos = start_pos + origin_offset;
916 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
917 traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
918 start_pos = trace_endpos;
920 // calculate the aim direction now
921 wantdir = normalize(end_pos - start_pos);
923 if(!self.beam_initialized)
925 self.beam_dir = wantdir;
926 self.beam_initialized = true;
929 if(self.beam_dir != wantdir)
931 // calculate how much we're going to move the end of the beam to the want position
932 // WEAPONTODO (server and client):
933 // blendfactor never actually becomes 0 in this situation, which is a problem
934 // regarding precision... this means that self.beam_dir and w_shotdir approach
935 // eachother, however they never actually become the same value with this method.
936 // Perhaps we should do some form of rounding/snapping?
937 float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
938 if(angle && (angle > self.beam_maxangle))
940 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
941 float blendfactor = bound(
943 (1 - (self.beam_returnspeed * frametime)),
944 min(self.beam_maxangle / angle, 1)
946 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
950 // the radius is not too far yet, no worries :D
951 float blendfactor = bound(
953 (1 - (self.beam_returnspeed * frametime)),
956 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
959 // calculate how many segments are needed
960 float max_allowed_segments;
962 if(self.beam_distancepersegment)
964 max_allowed_segments = min(
966 1 + (vlen(wantdir / self.beam_distancepersegment))
969 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
971 if(self.beam_degreespersegment)
981 self.beam_degreespersegment
986 else { segments = 1; }
988 else { segments = 1; }
990 // set the beam direction which the rest of the code will refer to
991 beamdir = self.beam_dir;
993 // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
994 self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
998 // set the values from the provided info from the networked entity
999 start_pos = self.origin;
1000 wantdir = self.v_angle;
1001 beamdir = self.angles;
1003 if(beamdir != wantdir)
1005 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1007 // calculate how many segments are needed
1008 float max_allowed_segments;
1010 if(self.beam_distancepersegment)
1012 max_allowed_segments = min(
1014 1 + (vlen(wantdir / self.beam_distancepersegment))
1017 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1019 if(self.beam_degreespersegment)
1029 self.beam_degreespersegment
1031 max_allowed_segments
1034 else { segments = 1; }
1036 else { segments = 1; }
1039 setorigin(self, start_pos);
1040 self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1042 vector beam_endpos = (start_pos + (beamdir * self.beam_range));
1043 vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
1045 Draw_ArcBeam_callback_entity = self;
1046 Draw_ArcBeam_callback_last_thickness = 0;
1047 Draw_ArcBeam_callback_last_top = start_pos;
1048 Draw_ArcBeam_callback_last_bottom = start_pos;
1050 vector last_origin = start_pos;
1051 vector original_start_pos = start_pos;
1054 for(i = 1; i <= segments; ++i)
1056 // WEAPONTODO (client):
1057 // In order to do nice fading and pointing on the starting segment, we must always
1058 // have that drawn as a separate triangle... However, that is difficult to do when
1059 // keeping in mind the above problems and also optimizing the amount of segments
1060 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1062 vector new_origin = bezier_quadratic_getpoint(
1068 WarpZone_TraceBox_ThroughZone(
1076 Draw_ArcBeam_callback
1079 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1080 // system (if we hit a player, that's always BEHIND the last passed wz).
1081 last_origin = trace_endpos;
1082 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1083 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1084 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1085 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1086 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1087 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1089 if(trace_fraction < 1) { break; }
1092 // visual effects for startpoint and endpoint
1093 if(self.beam_hiteffect)
1095 // FIXME we really should do this on the server so it actually
1096 // matches gameplay. What this client side stuff is doing is no
1097 // more than guesswork.
1098 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1100 self.beam_hiteffect,
1106 if(self.beam_hitlight[0])
1110 self.beam_hitlight[0],
1112 self.beam_hitlight[1],
1113 self.beam_hitlight[2],
1114 self.beam_hitlight[3]
1118 if(self.beam_muzzleeffect)
1121 self.beam_muzzleeffect,
1122 original_start_pos + wantdir * 20,
1127 if(self.beam_muzzlelight[0])
1130 original_start_pos + wantdir * 20,
1131 self.beam_muzzlelight[0],
1133 self.beam_muzzlelight[1],
1134 self.beam_muzzlelight[2],
1135 self.beam_muzzlelight[3]
1141 Draw_ArcBeam_callback_entity = world;
1142 Draw_ArcBeam_callback_last_thickness = 0;
1143 Draw_ArcBeam_callback_last_top = '0 0 0';
1144 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1147 void Remove_ArcBeam(void)
1149 remove(self.beam_muzzleentity);
1150 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1153 void Ent_ReadArcBeam(float isnew)
1155 int sf = ReadByte();
1160 int gunalign = W_GetGunAlignment(world);
1162 self.beam_shotorigin = arc_shotorigin[gunalign];
1164 // set other main attributes of the beam
1165 self.draw = Draw_ArcBeam;
1166 self.entremove = Remove_ArcBeam;
1167 self.move_time = time;
1168 loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1172 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1173 flash.drawmask = MASK_NORMAL;
1174 flash.solid = SOLID_NOT;
1175 flash.avelocity_z = 5000;
1176 setattachment(flash, self, "");
1177 setorigin(flash, '0 0 0');
1179 self.beam_muzzleentity = flash;
1183 flash = self.beam_muzzleentity;
1186 if(sf & ARC_SF_SETTINGS) // settings information
1188 self.beam_degreespersegment = ReadShort();
1189 self.beam_distancepersegment = ReadShort();
1190 self.beam_maxangle = ReadShort();
1191 self.beam_range = ReadCoord();
1192 self.beam_returnspeed = ReadShort();
1193 self.beam_tightness = (ReadByte() / 10);
1197 if(autocvar_chase_active)
1198 { self.beam_usevieworigin = 1; }
1199 else // use view origin
1200 { self.beam_usevieworigin = 2; }
1204 self.beam_usevieworigin = 0;
1208 if(!self.beam_usevieworigin)
1210 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1211 self.iflags = IFLAG_ORIGIN;
1213 InterpolateOrigin_Undo();
1216 if(sf & ARC_SF_START) // starting location
1218 self.origin_x = ReadCoord();
1219 self.origin_y = ReadCoord();
1220 self.origin_z = ReadCoord();
1222 else if(self.beam_usevieworigin) // infer the location from player location
1224 if(self.beam_usevieworigin == 2)
1227 self.origin = view_origin;
1231 // use player origin so that third person display still works
1232 self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
1236 setorigin(self, self.origin);
1238 if(sf & ARC_SF_WANTDIR) // want/aim direction
1240 self.v_angle_x = ReadCoord();
1241 self.v_angle_y = ReadCoord();
1242 self.v_angle_z = ReadCoord();
1245 if(sf & ARC_SF_BEAMDIR) // beam direction
1247 self.angles_x = ReadCoord();
1248 self.angles_y = ReadCoord();
1249 self.angles_z = ReadCoord();
1252 if(sf & ARC_SF_BEAMTYPE) // beam type
1254 self.beam_type = ReadByte();
1255 switch(self.beam_type)
1259 self.beam_color = '1 1 1';
1260 self.beam_alpha = 0.5;
1261 self.beam_thickness = 8;
1262 self.beam_traileffect = (EFFECT_ARC_BEAM);
1263 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1264 self.beam_hitlight[0] = 0;
1265 self.beam_hitlight[1] = 1;
1266 self.beam_hitlight[2] = 1;
1267 self.beam_hitlight[3] = 1;
1268 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1269 self.beam_muzzlelight[0] = 0;
1270 self.beam_muzzlelight[1] = 1;
1271 self.beam_muzzlelight[2] = 1;
1272 self.beam_muzzlelight[3] = 1;
1273 if(self.beam_muzzleeffect)
1275 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1276 flash.alpha = self.beam_alpha;
1277 flash.colormod = self.beam_color;
1282 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1284 self.beam_color = '1 1 1';
1285 self.beam_alpha = 0.5;
1286 self.beam_thickness = 8;
1287 self.beam_traileffect = (EFFECT_ARC_BEAM);
1288 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1289 self.beam_hitlight[0] = 0;
1290 self.beam_hitlight[1] = 1;
1291 self.beam_hitlight[2] = 1;
1292 self.beam_hitlight[3] = 1;
1293 self.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1294 self.beam_muzzlelight[0] = 0;
1295 self.beam_muzzlelight[1] = 1;
1296 self.beam_muzzlelight[2] = 1;
1297 self.beam_muzzlelight[3] = 1;
1298 self.beam_image = "particles/lgbeam";
1299 if(self.beam_muzzleeffect)
1301 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1302 flash.alpha = self.beam_alpha;
1303 flash.colormod = self.beam_color;
1310 self.beam_color = '1 1 1';
1311 self.beam_alpha = 0.5;
1312 self.beam_thickness = 8;
1313 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1314 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1315 self.beam_hitlight[0] = 0;
1316 self.beam_hitlight[1] = 1;
1317 self.beam_hitlight[2] = 1;
1318 self.beam_hitlight[3] = 1;
1319 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1320 self.beam_muzzlelight[0] = 0;
1321 self.beam_muzzlelight[1] = 1;
1322 self.beam_muzzlelight[2] = 1;
1323 self.beam_muzzlelight[3] = 1;
1324 self.beam_image = "particles/lgbeam";
1325 if(self.beam_muzzleeffect)
1327 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1328 flash.alpha = self.beam_alpha;
1329 flash.colormod = self.beam_color;
1336 self.beam_color = '1 1 1';
1337 self.beam_alpha = 0.5;
1338 self.beam_thickness = 8;
1339 self.beam_traileffect = (EFFECT_ARC_BEAM);
1340 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1341 self.beam_hitlight[0] = 20;
1342 self.beam_hitlight[1] = 1;
1343 self.beam_hitlight[2] = 0;
1344 self.beam_hitlight[3] = 0;
1345 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1346 self.beam_muzzlelight[0] = 50;
1347 self.beam_muzzlelight[1] = 1;
1348 self.beam_muzzlelight[2] = 0;
1349 self.beam_muzzlelight[3] = 0;
1350 self.beam_image = "particles/lgbeam";
1351 if(self.beam_muzzleeffect)
1353 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1354 flash.alpha = self.beam_alpha;
1355 flash.colormod = self.beam_color;
1360 case ARC_BT_BURST_MISS:
1362 self.beam_color = '1 1 1';
1363 self.beam_alpha = 0.5;
1364 self.beam_thickness = 14;
1365 self.beam_traileffect = (EFFECT_ARC_BEAM);
1366 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1367 self.beam_hitlight[0] = 0;
1368 self.beam_hitlight[1] = 1;
1369 self.beam_hitlight[2] = 1;
1370 self.beam_hitlight[3] = 1;
1371 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1372 self.beam_muzzlelight[0] = 0;
1373 self.beam_muzzlelight[1] = 1;
1374 self.beam_muzzlelight[2] = 1;
1375 self.beam_muzzlelight[3] = 1;
1376 self.beam_image = "particles/lgbeam";
1377 if(self.beam_muzzleeffect)
1379 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1380 flash.alpha = self.beam_alpha;
1381 flash.colormod = self.beam_color;
1386 case ARC_BT_BURST_WALL:
1388 self.beam_color = '1 1 1';
1389 self.beam_alpha = 0.5;
1390 self.beam_thickness = 14;
1391 self.beam_traileffect = (EFFECT_ARC_BEAM);
1392 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1393 self.beam_hitlight[0] = 0;
1394 self.beam_hitlight[1] = 1;
1395 self.beam_hitlight[2] = 1;
1396 self.beam_hitlight[3] = 1;
1397 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1398 self.beam_muzzlelight[0] = 0;
1399 self.beam_muzzlelight[1] = 1;
1400 self.beam_muzzlelight[2] = 1;
1401 self.beam_muzzlelight[3] = 1;
1402 self.beam_image = "particles/lgbeam";
1403 if(self.beam_muzzleeffect)
1405 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1406 flash.alpha = self.beam_alpha;
1407 flash.colormod = self.beam_color;
1412 case ARC_BT_BURST_HEAL:
1414 self.beam_color = '1 1 1';
1415 self.beam_alpha = 0.5;
1416 self.beam_thickness = 14;
1417 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1418 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1419 self.beam_hitlight[0] = 0;
1420 self.beam_hitlight[1] = 1;
1421 self.beam_hitlight[2] = 1;
1422 self.beam_hitlight[3] = 1;
1423 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1424 self.beam_muzzlelight[0] = 0;
1425 self.beam_muzzlelight[1] = 1;
1426 self.beam_muzzlelight[2] = 1;
1427 self.beam_muzzlelight[3] = 1;
1428 self.beam_image = "particles/lgbeam";
1429 if(self.beam_muzzleeffect)
1431 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1432 flash.alpha = self.beam_alpha;
1433 flash.colormod = self.beam_color;
1438 case ARC_BT_BURST_HIT:
1440 self.beam_color = '1 1 1';
1441 self.beam_alpha = 0.5;
1442 self.beam_thickness = 14;
1443 self.beam_traileffect = (EFFECT_ARC_BEAM);
1444 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1445 self.beam_hitlight[0] = 0;
1446 self.beam_hitlight[1] = 1;
1447 self.beam_hitlight[2] = 1;
1448 self.beam_hitlight[3] = 1;
1449 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1450 self.beam_muzzlelight[0] = 0;
1451 self.beam_muzzlelight[1] = 1;
1452 self.beam_muzzlelight[2] = 1;
1453 self.beam_muzzlelight[3] = 1;
1454 self.beam_image = "particles/lgbeam";
1455 if(self.beam_muzzleeffect)
1457 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1458 flash.alpha = self.beam_alpha;
1459 flash.colormod = self.beam_color;
1465 // shouldn't be possible, but lets make it colorful if it does :D
1468 self.beam_color = randomvec();
1469 self.beam_alpha = 1;
1470 self.beam_thickness = 8;
1471 self.beam_traileffect = NULL;
1472 self.beam_hiteffect = NULL;
1473 self.beam_hitlight[0] = 0;
1474 self.beam_hitlight[1] = 1;
1475 self.beam_hitlight[2] = 1;
1476 self.beam_hitlight[3] = 1;
1477 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1478 self.beam_muzzlelight[0] = 0;
1479 self.beam_muzzlelight[1] = 1;
1480 self.beam_muzzlelight[2] = 1;
1481 self.beam_muzzlelight[3] = 1;
1482 self.beam_image = "particles/lgbeam";
1483 if(self.beam_muzzleeffect)
1485 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1486 flash.alpha = self.beam_alpha;
1487 flash.colormod = self.beam_color;
1495 if(!self.beam_usevieworigin)
1497 InterpolateOrigin_Note();