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 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, bolt, float, NONE) \
21 P(class, prefix, bolt_ammo, float, NONE) \
22 P(class, prefix, bolt_damageforcescale, float, NONE) \
23 P(class, prefix, bolt_damage, float, NONE) \
24 P(class, prefix, bolt_edgedamage, float, NONE) \
25 P(class, prefix, bolt_force, float, NONE) \
26 P(class, prefix, bolt_health, float, NONE) \
27 P(class, prefix, bolt_lifetime, float, NONE) \
28 P(class, prefix, bolt_radius, float, NONE) \
29 P(class, prefix, bolt_refire, float, NONE) \
30 P(class, prefix, bolt_speed, float, NONE) \
31 P(class, prefix, bolt_spread, float, NONE) \
32 P(class, prefix, beam_ammo, float, NONE) \
33 P(class, prefix, beam_animtime, float, NONE) \
34 P(class, prefix, beam_botaimlifetime, float, NONE) \
35 P(class, prefix, beam_botaimspeed, float, NONE) \
36 P(class, prefix, beam_damage, float, NONE) \
37 P(class, prefix, beam_degreespersegment, float, NONE) \
38 P(class, prefix, beam_distancepersegment, float, NONE) \
39 P(class, prefix, beam_falloff_halflifedist, float, NONE) \
40 P(class, prefix, beam_falloff_maxdist, float, NONE) \
41 P(class, prefix, beam_falloff_mindist, float, NONE) \
42 P(class, prefix, beam_force, float, NONE) \
43 P(class, prefix, beam_healing_amax, float, NONE) \
44 P(class, prefix, beam_healing_aps, float, NONE) \
45 P(class, prefix, beam_healing_hmax, float, NONE) \
46 P(class, prefix, beam_healing_hps, float, NONE) \
47 P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
48 P(class, prefix, beam_maxangle, float, NONE) \
49 P(class, prefix, beam_nonplayerdamage, float, NONE) \
50 P(class, prefix, beam_range, float, NONE) \
51 P(class, prefix, beam_refire, float, NONE) \
52 P(class, prefix, beam_returnspeed, float, NONE) \
53 P(class, prefix, beam_tightness, float, NONE) \
54 P(class, prefix, burst_ammo, float, NONE) \
55 P(class, prefix, burst_damage, float, NONE) \
56 P(class, prefix, burst_healing_aps, float, NONE) \
57 P(class, prefix, burst_healing_hps, float, NONE) \
58 P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
59 P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
60 P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
61 P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
62 P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
63 P(class, prefix, switchdelay_drop, float, NONE) \
64 P(class, prefix, switchdelay_raise, float, NONE) \
65 P(class, prefix, weaponreplace, string, NONE) \
66 P(class, prefix, weaponstartoverride, float, NONE) \
67 P(class, prefix, weaponstart, float, NONE) \
68 P(class, prefix, weaponthrowable, float, NONE) \
74 REGISTER_WEAPON(ARC, arc, NEW(Arc));
78 const float ARC_MAX_SEGMENTS = 20;
79 vector arc_shotorigin[4];
85 const int ARC_BT_MISS = 0x00;
86 const int ARC_BT_WALL = 0x01;
87 const int ARC_BT_HEAL = 0x02;
88 const int ARC_BT_HIT = 0x03;
89 const int ARC_BT_BURST_MISS = 0x10;
90 const int ARC_BT_BURST_WALL = 0x11;
91 const int ARC_BT_BURST_HEAL = 0x12;
92 const int ARC_BT_BURST_HIT = 0x13;
93 const int ARC_BT_BURSTMASK = 0x10;
95 const int ARC_SF_SETTINGS = BIT(0);
96 const int ARC_SF_START = BIT(1);
97 const int ARC_SF_WANTDIR = BIT(2);
98 const int ARC_SF_BEAMDIR = BIT(3);
99 const int ARC_SF_BEAMTYPE = BIT(4);
100 const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
104 .bool arc_BUTTON_ATCK_prev; // for better animation control
106 .float beam_initialized;
107 .float beam_bursting;
108 .float beam_teleporttime;
109 .float beam_heat; // (beam) amount of heat produced
110 .float arc_overheat; // (dropped arc/player) time during which it's too hot
111 .float arc_cooldown; // (dropped arc/player) cooling speed
112 .float arc_heat_percent = _STAT(ARC_HEAT);
113 .float arc_smoke_sound;
119 .float beam_thickness;
120 .entity beam_traileffect;
121 .entity beam_hiteffect;
122 .float beam_hitlight[4]; // 0: radius, 123: rgb
123 .entity beam_muzzleeffect;
124 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
127 .entity beam_muzzleentity;
129 .float beam_degreespersegment;
130 .float beam_distancepersegment;
131 .float beam_usevieworigin;
132 .float beam_initialized;
133 .float beam_maxangle;
135 .float beam_returnspeed;
136 .float beam_tightness;
137 .vector beam_shotorigin;
139 entity Draw_ArcBeam_callback_entity;
140 float Draw_ArcBeam_callback_last_thickness;
141 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
142 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
145 #ifdef IMPLEMENTATION
147 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
149 bool W_Arc_Beam_Send(entity this, entity to, int sf)
151 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
153 // Truncate information when this beam is displayed to the owner client
154 // - The owner client has no use for beam start position or directions,
155 // it always figures this information out for itself with csqc code.
156 // - Spectating the owner also truncates this information.
157 float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
158 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
160 WriteByte(MSG_ENTITY, sf);
162 if(sf & ARC_SF_SETTINGS) // settings information
164 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
165 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
166 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
167 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
168 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
169 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
171 WriteByte(MSG_ENTITY, drawlocal);
172 WriteByte(MSG_ENTITY, etof(this.owner));
174 if(sf & ARC_SF_START) // starting location
176 WriteCoord(MSG_ENTITY, self.beam_start.x);
177 WriteCoord(MSG_ENTITY, self.beam_start.y);
178 WriteCoord(MSG_ENTITY, self.beam_start.z);
180 if(sf & ARC_SF_WANTDIR) // want/aim direction
182 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
183 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
184 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
186 if(sf & ARC_SF_BEAMDIR) // beam direction
188 WriteCoord(MSG_ENTITY, self.beam_dir.x);
189 WriteCoord(MSG_ENTITY, self.beam_dir.y);
190 WriteCoord(MSG_ENTITY, self.beam_dir.z);
192 if(sf & ARC_SF_BEAMTYPE) // beam type
194 WriteByte(MSG_ENTITY, self.beam_type);
200 void Reset_ArcBeam(entity player, vector forward)
202 if (!player.arc_beam) {
205 player.arc_beam.beam_dir = forward;
206 player.arc_beam.beam_teleporttime = time;
209 float Arc_GetHeat_Percent(entity player)
211 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
213 player.arc_overheat = 0;
217 if ( player.arc_beam )
218 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
220 if ( player.arc_overheat > time )
222 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
223 * player.arc_cooldown;
228 void Arc_Player_SetHeat(entity player)
230 player.arc_heat_percent = Arc_GetHeat_Percent(player);
231 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
234 void W_Arc_Bolt_Explode()
236 self.event_damage = func_null;
237 RadiusDamage(self, self.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), world, world, WEP_CVAR(arc, bolt_force), self.projectiledeathtype, other);
242 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
247 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
248 return; // g_projectiles_damage says to halt
250 this.health = this.health - damage;
251 this.angles = vectoangles(this.velocity);
254 WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think));
257 void W_Arc_Bolt_Touch()
263 void W_Arc_Attack_Bolt(Weapon thiswep)
267 W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
269 W_SetupShot(self, false, 2, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
271 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
273 missile = new(missile);
274 missile.owner = missile.realowner = self;
275 missile.bot_dodge = true;
276 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
278 missile.takedamage = DAMAGE_YES;
279 missile.health = WEP_CVAR(arc, bolt_health);
280 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
281 missile.event_damage = W_Arc_Bolt_Damage;
282 missile.damagedbycontents = true;
284 missile.touch = W_Arc_Bolt_Touch;
285 missile.use = W_Arc_Bolt_Explode;
286 missile.think = adaptor_think2use_hittype_splash;
287 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
288 PROJECTILE_MAKETRIGGER(missile);
289 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
290 setorigin(missile, w_shotorg);
291 setsize(missile, '0 0 0', '0 0 0');
293 missile.movetype = MOVETYPE_FLY;
294 W_SetupProjVelocity_PRE(missile, arc, bolt_);
296 missile.angles = vectoangles(missile.velocity);
297 missile.flags = FL_PROJECTILE;
298 missile.missile_flags = MIF_SPLASH;
300 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
302 MUTATOR_CALLHOOK(EditProjectile, self, missile);
305 void W_Arc_Beam_Think()
307 if(self != self.owner.arc_beam)
315 if( (self.owner.BUTTON_ATCK2 && !WEP_CVAR(arc, bolt)) || self.beam_bursting)
317 if(!self.beam_bursting)
318 self.beam_bursting = true;
319 burst = ARC_BT_BURSTMASK;
322 Weapon thiswep = WEP_ARC;
325 !IS_PLAYER(self.owner)
327 (self.owner.(thiswep.ammo_field) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
333 (!self.owner.BUTTON_ATCK && !burst )
335 STAT(FROZEN, self.owner)
339 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
342 if ( WEP_CVAR(arc, cooldown) > 0 )
344 float cooldown_speed = 0;
345 if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
347 cooldown_speed = WEP_CVAR(arc, cooldown);
351 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
354 if ( cooldown_speed )
356 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max)) )
357 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
358 self.owner.arc_cooldown = cooldown_speed;
361 if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
363 Send_Effect(EFFECT_ARC_OVERHEAT,
364 self.beam_start, self.beam_wantdir, 1 );
365 sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
369 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
372 if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
373 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
375 // note: this doesn't force the switch
376 W_SwitchToOtherWeapon(self);
384 float coefficient = frametime;
385 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
389 { rootammo = WEP_CVAR(arc, burst_ammo); }
391 { rootammo = WEP_CVAR(arc, beam_ammo); }
395 coefficient = min(coefficient, self.owner.(thiswep.ammo_field) / rootammo);
396 self.owner.(thiswep.ammo_field) = max(0, self.owner.(thiswep.ammo_field) - (rootammo * frametime));
399 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
400 self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
402 makevectors(self.owner.v_angle);
410 WEP_CVAR(arc, beam_damage) * coefficient,
411 WEP_CVAR(arc, beam_range)
414 // After teleport, "lock" the beam until the teleport is confirmed.
415 if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
416 w_shotdir = self.beam_dir;
419 // network information: shot origin and want/aim direction
420 if(self.beam_start != w_shotorg)
422 self.SendFlags |= ARC_SF_START;
423 self.beam_start = w_shotorg;
425 if(self.beam_wantdir != w_shotdir)
427 self.SendFlags |= ARC_SF_WANTDIR;
428 self.beam_wantdir = w_shotdir;
431 if(!self.beam_initialized)
433 self.beam_dir = w_shotdir;
434 self.beam_initialized = true;
437 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
438 // idea: blend together self.beam_dir with the inverted direction the player is moving in
439 // might have to make some special accomodation so that it only uses view_right and view_up
441 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
444 if(self.beam_dir != w_shotdir)
446 // calculate how much we're going to move the end of the beam to the want position
447 // WEAPONTODO (server and client):
448 // blendfactor never actually becomes 0 in this situation, which is a problem
449 // regarding precision... this means that self.beam_dir and w_shotdir approach
450 // eachother, however they never actually become the same value with this method.
451 // Perhaps we should do some form of rounding/snapping?
452 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
453 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
455 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
456 float blendfactor = bound(
458 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
459 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
461 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
465 // the radius is not too far yet, no worries :D
466 float blendfactor = bound(
468 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
471 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
474 // network information: beam direction
475 self.SendFlags |= ARC_SF_BEAMDIR;
477 // calculate how many segments are needed
478 float max_allowed_segments;
480 if(WEP_CVAR(arc, beam_distancepersegment))
482 max_allowed_segments = min(
484 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
487 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
489 if(WEP_CVAR(arc, beam_degreespersegment))
496 WEP_CVAR(arc, beam_maxangle)
499 WEP_CVAR(arc, beam_degreespersegment)
504 else { segments = 1; }
506 else { segments = 1; }
508 vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
509 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
512 float new_beam_type = 0;
513 vector last_origin = w_shotorg;
514 for(i = 1; i <= segments; ++i)
516 // WEAPONTODO (client):
517 // In order to do nice fading and pointing on the starting segment, we must always
518 // have that drawn as a separate triangle... However, that is difficult to do when
519 // keeping in mind the above problems and also optimizing the amount of segments
520 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
522 vector new_origin = bezier_quadratic_getpoint(
527 vector new_dir = normalize(new_origin - last_origin);
529 WarpZone_traceline_antilag(
535 ANTILAG_LATENCY(self.owner)
538 // Do all the transforms for warpzones right now, as we already
539 // "are" in the post-trace system (if we hit a player, that's
540 // always BEHIND the last passed wz).
541 last_origin = trace_endpos;
542 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
543 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
544 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
545 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
550 trace_ent.classname == "body"
552 IS_MONSTER(trace_ent)
555 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
557 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
558 // NO. trace_endpos should be just fine. If not,
559 // that's an engine bug that needs proper debugging.
560 vector hitorigin = trace_endpos;
562 float falloff = ExponentialFalloff(
563 WEP_CVAR(arc, beam_falloff_mindist),
564 WEP_CVAR(arc, beam_falloff_maxdist),
565 WEP_CVAR(arc, beam_falloff_halflifedist),
566 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
569 if(is_player && SAME_TEAM(self.owner, trace_ent))
571 float roothealth, rootarmor;
574 roothealth = WEP_CVAR(arc, burst_healing_hps);
575 rootarmor = WEP_CVAR(arc, burst_healing_aps);
579 roothealth = WEP_CVAR(arc, beam_healing_hps);
580 rootarmor = WEP_CVAR(arc, beam_healing_aps);
583 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
585 trace_ent.health = min(
586 trace_ent.health + (roothealth * coefficient),
587 WEP_CVAR(arc, beam_healing_hmax)
590 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
592 trace_ent.armorvalue = min(
593 trace_ent.armorvalue + (rootarmor * coefficient),
594 WEP_CVAR(arc, beam_healing_amax)
598 // stop rot, set visual effect
599 if(roothealth || rootarmor)
601 trace_ent.pauserothealth_finished = max(
602 trace_ent.pauserothealth_finished,
603 time + autocvar_g_balance_pause_health_rot
605 trace_ent.pauserotarmor_finished = max(
606 trace_ent.pauserotarmor_finished,
607 time + autocvar_g_balance_pause_armor_rot
609 new_beam_type = ARC_BT_HEAL;
618 { rootdamage = WEP_CVAR(arc, burst_damage); }
620 { rootdamage = WEP_CVAR(arc, beam_damage); }
623 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
625 if(accuracy_isgooddamage(self.owner, trace_ent))
631 rootdamage * coefficient * falloff
639 rootdamage * coefficient * falloff,
642 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
645 new_beam_type = ARC_BT_HIT;
649 else if(trace_fraction != 1)
651 // we collided with geometry
652 new_beam_type = ARC_BT_WALL;
657 // te_explosion(trace_endpos);
659 // if we're bursting, use burst visual effects
660 new_beam_type |= burst;
662 // network information: beam type
663 if(new_beam_type != self.beam_type)
665 self.SendFlags |= ARC_SF_BEAMTYPE;
666 self.beam_type = new_beam_type;
669 self.owner.beam_prev = time;
670 self.nextthink = time;
673 void W_Arc_Beam(float burst)
676 // only play fire sound if 1 sec has passed since player let go the fire button
677 if(time - self.beam_prev > 1)
678 sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
680 entity beam = self.arc_beam = new(W_Arc_Beam);
681 beam.solid = SOLID_NOT;
682 beam.think = W_Arc_Beam_Think;
684 beam.movetype = MOVETYPE_NONE;
685 beam.bot_dodge = true;
686 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
687 beam.beam_bursting = burst;
688 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
690 WITH(entity, self, beam, beam.think());
695 makevectors(self.v_angle);
696 W_SetupShot_Range(self,true,0,"",0,0,0);
698 vector smoke_origin = w_shotorg + self.velocity*frametime;
699 if ( self.arc_overheat > time )
701 if ( random() < self.arc_heat_percent )
702 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
703 if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
705 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
706 if ( !self.arc_smoke_sound )
708 self.arc_smoke_sound = 1;
709 sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
713 else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
714 self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
716 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
717 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
718 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
721 if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
722 !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || PS(self).m_switchweapon != WEP_ARC )
724 self.arc_smoke_sound = 0;
725 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
729 METHOD(Arc, wr_aim, void(entity thiswep))
732 if(WEP_CVAR(arc, beam_botaimspeed))
734 self.BUTTON_ATCK = bot_aim(
735 WEP_CVAR(arc, beam_botaimspeed),
737 WEP_CVAR(arc, beam_botaimlifetime),
743 self.BUTTON_ATCK = bot_aim(
751 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
753 Arc_Player_SetHeat(actor);
756 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
758 if (time >= actor.arc_overheat)
759 if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
762 if(actor.arc_BUTTON_ATCK_prev)
765 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
766 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
769 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
772 if((!actor.arc_beam) || wasfreed(actor.arc_beam))
774 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
776 W_Arc_Beam(boolean(beam_fire2));
778 if(!actor.arc_BUTTON_ATCK_prev)
780 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
781 actor.arc_BUTTON_ATCK_prev = true;
790 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
792 W_Arc_Attack_Bolt(thiswep);
793 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
797 if(actor.arc_BUTTON_ATCK_prev)
799 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
800 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
801 int slot = weaponslot(weaponentity);
802 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
804 actor.arc_BUTTON_ATCK_prev = false;
808 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
811 actor.arc_count = autocvar_g_balance_arc_secondary_count;
812 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
813 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
817 METHOD(Arc, wr_init, void(entity thiswep))
819 if(!arc_shotorigin[0])
821 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
822 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
823 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
824 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
827 METHOD(Arc, wr_checkammo1, bool(entity thiswep))
830 return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 0));
832 METHOD(Arc, wr_checkammo2, bool(entity thiswep))
835 if(WEP_CVAR(arc, bolt))
837 float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
838 ammo_amount += self.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
842 return WEP_CVAR(arc, overheat_max) > 0 &&
843 ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
845 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
847 if(w_deathtype & HITTYPE_SECONDARY)
848 return WEAPON_ARC_MURDER_SPRAY;
850 return WEAPON_ARC_MURDER;
852 METHOD(Arc, wr_drop, void(entity thiswep))
854 weapon_dropevent_item.arc_overheat = self.arc_overheat;
855 weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
856 self.arc_overheat = 0;
857 self.arc_cooldown = 0;
859 METHOD(Arc, wr_pickup, void(entity thiswep))
861 if ( !client_hasweapon(self, thiswep, false, false) &&
862 weapon_dropevent_item.arc_overheat > time )
864 self.arc_overheat = weapon_dropevent_item.arc_overheat;
865 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
870 bool autocvar_cl_arcbeam_teamcolor = true;
872 METHOD(Arc, wr_impacteffect, void(entity thiswep))
874 if(w_deathtype & HITTYPE_SECONDARY)
877 org2 = w_org + w_backoff * 6;
878 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
879 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
883 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
885 entity beam = Draw_ArcBeam_callback_entity;
886 vector transformed_view_org;
887 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
889 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
890 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
891 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
897 if(trace_fraction != 1)
899 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
900 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
901 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
911 // decide upon thickness
912 float thickness = beam.beam_thickness;
914 // draw primary beam render
915 vector top = hitorigin + (thickdir * thickness);
916 vector bottom = hitorigin - (thickdir * thickness);
918 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
919 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
921 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
924 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
930 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
936 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
942 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
948 // draw trailing particles
950 // - Don't use spammy particle counts here, use a FEW small particles around the beam
951 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
952 if(beam.beam_traileffect)
954 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
957 // set up for the next
958 Draw_ArcBeam_callback_last_thickness = thickness;
959 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
960 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
966 for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
967 e.beam_initialized = false;
969 for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
970 e.beam_initialized = false;
974 void Draw_ArcBeam(entity this)
976 float dt = time - this.move_time;
977 this.move_time = time;
978 if(dt <= 0) { return; }
980 if(!this.beam_usevieworigin)
982 InterpolateOrigin_Do(this);
985 // origin = beam starting origin
986 // v_angle = wanted/aim direction
987 // angles = current direction of beam
990 vector wantdir; //= view_forward;
991 vector beamdir; //= this.beam_dir;
994 if(this.beam_usevieworigin)
997 // Currently we have to replicate nearly the same method of figuring
998 // out the shotdir that the server does... Ideally in the future we
999 // should be able to acquire this from a generalized function built
1000 // into a weapon system for client code.
1002 // find where we are aiming
1003 makevectors(warpzone_save_view_angles);
1004 vector forward = v_forward;
1005 vector right = v_right;
1008 // decide upon start position
1009 if(this.beam_usevieworigin == 2)
1010 { start_pos = warpzone_save_view_origin; }
1012 { start_pos = this.origin; }
1014 // trace forward with an estimation
1017 start_pos + forward * this.beam_range,
1022 // untransform in case our trace went through a warpzone
1023 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1025 // un-adjust trueaim if shotend is too close
1026 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1027 end_pos = start_pos + (forward * g_trueaim_minrange);
1029 // move shot origin to the actual gun muzzle origin
1030 vector origin_offset =
1031 right * -this.beam_shotorigin.y
1032 + up * this.beam_shotorigin.z;
1034 start_pos = start_pos + origin_offset;
1036 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1037 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1038 start_pos = trace_endpos;
1040 // calculate the aim direction now
1041 wantdir = normalize(end_pos - start_pos);
1043 if(!this.beam_initialized)
1045 this.beam_dir = wantdir;
1046 this.beam_initialized = true;
1049 if(this.beam_dir != wantdir)
1051 // calculate how much we're going to move the end of the beam to the want position
1052 // WEAPONTODO (server and client):
1053 // blendfactor never actually becomes 0 in this situation, which is a problem
1054 // regarding precision... this means that this.beam_dir and w_shotdir approach
1055 // eachother, however they never actually become the same value with this method.
1056 // Perhaps we should do some form of rounding/snapping?
1057 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1058 if(angle && (angle > this.beam_maxangle))
1060 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1061 float blendfactor = bound(
1063 (1 - (this.beam_returnspeed * frametime)),
1064 min(this.beam_maxangle / angle, 1)
1066 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1070 // the radius is not too far yet, no worries :D
1071 float blendfactor = bound(
1073 (1 - (this.beam_returnspeed * frametime)),
1076 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1079 // calculate how many segments are needed
1080 float max_allowed_segments;
1082 if(this.beam_distancepersegment)
1084 max_allowed_segments = min(
1086 1 + (vlen(wantdir / this.beam_distancepersegment))
1089 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1091 if(this.beam_degreespersegment)
1101 this.beam_degreespersegment
1103 max_allowed_segments
1106 else { segments = 1; }
1108 else { segments = 1; }
1110 // set the beam direction which the rest of the code will refer to
1111 beamdir = this.beam_dir;
1113 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1114 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1118 // set the values from the provided info from the networked entity
1119 start_pos = this.origin;
1120 wantdir = this.v_angle;
1121 beamdir = this.angles;
1123 if(beamdir != wantdir)
1125 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1127 // calculate how many segments are needed
1128 float max_allowed_segments;
1130 if(this.beam_distancepersegment)
1132 max_allowed_segments = min(
1134 1 + (vlen(wantdir / this.beam_distancepersegment))
1137 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1139 if(this.beam_degreespersegment)
1149 this.beam_degreespersegment
1151 max_allowed_segments
1154 else { segments = 1; }
1156 else { segments = 1; }
1159 setorigin(this, start_pos);
1160 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1162 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1163 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1165 Draw_ArcBeam_callback_entity = this;
1166 Draw_ArcBeam_callback_last_thickness = 0;
1167 Draw_ArcBeam_callback_last_top = start_pos;
1168 Draw_ArcBeam_callback_last_bottom = start_pos;
1170 vector last_origin = start_pos;
1171 vector original_start_pos = start_pos;
1174 for(i = 1; i <= segments; ++i)
1176 // WEAPONTODO (client):
1177 // In order to do nice fading and pointing on the starting segment, we must always
1178 // have that drawn as a separate triangle... However, that is difficult to do when
1179 // keeping in mind the above problems and also optimizing the amount of segments
1180 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1182 vector new_origin = bezier_quadratic_getpoint(
1188 WarpZone_TraceBox_ThroughZone(
1196 Draw_ArcBeam_callback
1199 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1200 // system (if we hit a player, that's always BEHIND the last passed wz).
1201 last_origin = trace_endpos;
1202 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1203 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1204 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1205 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1206 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1207 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1209 if(trace_fraction < 1) { break; }
1212 // visual effects for startpoint and endpoint
1213 if(this.beam_hiteffect)
1215 // FIXME we really should do this on the server so it actually
1216 // matches gameplay. What this client side stuff is doing is no
1217 // more than guesswork.
1218 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1220 this.beam_hiteffect,
1226 if(this.beam_hitlight[0])
1230 this.beam_hitlight[0],
1232 this.beam_hitlight[1],
1233 this.beam_hitlight[2],
1234 this.beam_hitlight[3]
1238 if(this.beam_muzzleeffect)
1241 this.beam_muzzleeffect,
1242 original_start_pos + wantdir * 20,
1247 if(this.beam_muzzlelight[0])
1250 original_start_pos + wantdir * 20,
1251 this.beam_muzzlelight[0],
1253 this.beam_muzzlelight[1],
1254 this.beam_muzzlelight[2],
1255 this.beam_muzzlelight[3]
1261 Draw_ArcBeam_callback_entity = world;
1262 Draw_ArcBeam_callback_last_thickness = 0;
1263 Draw_ArcBeam_callback_last_top = '0 0 0';
1264 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1267 void Remove_ArcBeam(entity this)
1269 remove(this.beam_muzzleentity);
1270 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1273 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1275 int sf = ReadByte();
1280 int gunalign = W_GetGunAlignment(world);
1282 self.beam_shotorigin = arc_shotorigin[gunalign];
1284 // set other main attributes of the beam
1285 self.draw = Draw_ArcBeam;
1286 self.entremove = Remove_ArcBeam;
1287 self.move_time = time;
1288 loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1292 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1293 flash.drawmask = MASK_NORMAL;
1294 flash.solid = SOLID_NOT;
1295 flash.avelocity_z = 5000;
1296 setattachment(flash, self, "");
1297 setorigin(flash, '0 0 0');
1299 self.beam_muzzleentity = flash;
1303 flash = self.beam_muzzleentity;
1306 if(sf & ARC_SF_SETTINGS) // settings information
1308 self.beam_degreespersegment = ReadShort();
1309 self.beam_distancepersegment = ReadShort();
1310 self.beam_maxangle = ReadShort();
1311 self.beam_range = ReadCoord();
1312 self.beam_returnspeed = ReadShort();
1313 self.beam_tightness = (ReadByte() / 10);
1317 if(autocvar_chase_active)
1318 { self.beam_usevieworigin = 1; }
1319 else // use view origin
1320 { self.beam_usevieworigin = 2; }
1324 self.beam_usevieworigin = 0;
1327 self.sv_entnum = ReadByte();
1330 if(!self.beam_usevieworigin)
1332 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1333 self.iflags = IFLAG_ORIGIN;
1335 InterpolateOrigin_Undo(self);
1338 if(sf & ARC_SF_START) // starting location
1340 self.origin_x = ReadCoord();
1341 self.origin_y = ReadCoord();
1342 self.origin_z = ReadCoord();
1344 else if(self.beam_usevieworigin) // infer the location from player location
1346 if(self.beam_usevieworigin == 2)
1349 self.origin = view_origin;
1353 // use player origin so that third person display still works
1354 self.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1358 setorigin(self, self.origin);
1360 if(sf & ARC_SF_WANTDIR) // want/aim direction
1362 self.v_angle_x = ReadCoord();
1363 self.v_angle_y = ReadCoord();
1364 self.v_angle_z = ReadCoord();
1367 if(sf & ARC_SF_BEAMDIR) // beam direction
1369 self.angles_x = ReadCoord();
1370 self.angles_y = ReadCoord();
1371 self.angles_z = ReadCoord();
1374 if(sf & ARC_SF_BEAMTYPE) // beam type
1376 self.beam_type = ReadByte();
1378 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(self.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
1379 switch(self.beam_type)
1383 self.beam_color = beamcolor;
1384 self.beam_alpha = 0.5;
1385 self.beam_thickness = 8;
1386 self.beam_traileffect = (EFFECT_ARC_BEAM);
1387 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1388 self.beam_hitlight[0] = 0;
1389 self.beam_hitlight[1] = 1;
1390 self.beam_hitlight[2] = 1;
1391 self.beam_hitlight[3] = 1;
1392 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1393 self.beam_muzzlelight[0] = 0;
1394 self.beam_muzzlelight[1] = 1;
1395 self.beam_muzzlelight[2] = 1;
1396 self.beam_muzzlelight[3] = 1;
1397 if(self.beam_muzzleeffect)
1399 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1400 flash.alpha = self.beam_alpha;
1401 flash.colormod = self.beam_color;
1406 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1408 self.beam_color = beamcolor;
1409 self.beam_alpha = 0.5;
1410 self.beam_thickness = 8;
1411 self.beam_traileffect = (EFFECT_ARC_BEAM);
1412 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1413 self.beam_hitlight[0] = 0;
1414 self.beam_hitlight[1] = 1;
1415 self.beam_hitlight[2] = 1;
1416 self.beam_hitlight[3] = 1;
1417 self.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1418 self.beam_muzzlelight[0] = 0;
1419 self.beam_muzzlelight[1] = 1;
1420 self.beam_muzzlelight[2] = 1;
1421 self.beam_muzzlelight[3] = 1;
1422 self.beam_image = "particles/lgbeam";
1423 if(self.beam_muzzleeffect)
1425 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1426 flash.alpha = self.beam_alpha;
1427 flash.colormod = self.beam_color;
1434 self.beam_color = beamcolor;
1435 self.beam_alpha = 0.5;
1436 self.beam_thickness = 8;
1437 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1438 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1439 self.beam_hitlight[0] = 0;
1440 self.beam_hitlight[1] = 1;
1441 self.beam_hitlight[2] = 1;
1442 self.beam_hitlight[3] = 1;
1443 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1444 self.beam_muzzlelight[0] = 0;
1445 self.beam_muzzlelight[1] = 1;
1446 self.beam_muzzlelight[2] = 1;
1447 self.beam_muzzlelight[3] = 1;
1448 self.beam_image = "particles/lgbeam";
1449 if(self.beam_muzzleeffect)
1451 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1452 flash.alpha = self.beam_alpha;
1453 flash.colormod = self.beam_color;
1460 self.beam_color = beamcolor;
1461 self.beam_alpha = 0.5;
1462 self.beam_thickness = 8;
1463 self.beam_traileffect = (EFFECT_ARC_BEAM);
1464 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1465 self.beam_hitlight[0] = 20;
1466 self.beam_hitlight[1] = 1;
1467 self.beam_hitlight[2] = 0;
1468 self.beam_hitlight[3] = 0;
1469 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1470 self.beam_muzzlelight[0] = 50;
1471 self.beam_muzzlelight[1] = 1;
1472 self.beam_muzzlelight[2] = 0;
1473 self.beam_muzzlelight[3] = 0;
1474 self.beam_image = "particles/lgbeam";
1475 if(self.beam_muzzleeffect)
1477 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1478 flash.alpha = self.beam_alpha;
1479 flash.colormod = self.beam_color;
1484 case ARC_BT_BURST_MISS:
1486 self.beam_color = beamcolor;
1487 self.beam_alpha = 0.5;
1488 self.beam_thickness = 14;
1489 self.beam_traileffect = (EFFECT_ARC_BEAM);
1490 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1491 self.beam_hitlight[0] = 0;
1492 self.beam_hitlight[1] = 1;
1493 self.beam_hitlight[2] = 1;
1494 self.beam_hitlight[3] = 1;
1495 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1496 self.beam_muzzlelight[0] = 0;
1497 self.beam_muzzlelight[1] = 1;
1498 self.beam_muzzlelight[2] = 1;
1499 self.beam_muzzlelight[3] = 1;
1500 self.beam_image = "particles/lgbeam";
1501 if(self.beam_muzzleeffect)
1503 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1504 flash.alpha = self.beam_alpha;
1505 flash.colormod = self.beam_color;
1510 case ARC_BT_BURST_WALL:
1512 self.beam_color = beamcolor;
1513 self.beam_alpha = 0.5;
1514 self.beam_thickness = 14;
1515 self.beam_traileffect = (EFFECT_ARC_BEAM);
1516 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1517 self.beam_hitlight[0] = 0;
1518 self.beam_hitlight[1] = 1;
1519 self.beam_hitlight[2] = 1;
1520 self.beam_hitlight[3] = 1;
1521 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1522 self.beam_muzzlelight[0] = 0;
1523 self.beam_muzzlelight[1] = 1;
1524 self.beam_muzzlelight[2] = 1;
1525 self.beam_muzzlelight[3] = 1;
1526 self.beam_image = "particles/lgbeam";
1527 if(self.beam_muzzleeffect)
1529 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1530 flash.alpha = self.beam_alpha;
1531 flash.colormod = self.beam_color;
1536 case ARC_BT_BURST_HEAL:
1538 self.beam_color = beamcolor;
1539 self.beam_alpha = 0.5;
1540 self.beam_thickness = 14;
1541 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1542 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1543 self.beam_hitlight[0] = 0;
1544 self.beam_hitlight[1] = 1;
1545 self.beam_hitlight[2] = 1;
1546 self.beam_hitlight[3] = 1;
1547 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1548 self.beam_muzzlelight[0] = 0;
1549 self.beam_muzzlelight[1] = 1;
1550 self.beam_muzzlelight[2] = 1;
1551 self.beam_muzzlelight[3] = 1;
1552 self.beam_image = "particles/lgbeam";
1553 if(self.beam_muzzleeffect)
1555 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1556 flash.alpha = self.beam_alpha;
1557 flash.colormod = self.beam_color;
1562 case ARC_BT_BURST_HIT:
1564 self.beam_color = beamcolor;
1565 self.beam_alpha = 0.5;
1566 self.beam_thickness = 14;
1567 self.beam_traileffect = (EFFECT_ARC_BEAM);
1568 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1569 self.beam_hitlight[0] = 0;
1570 self.beam_hitlight[1] = 1;
1571 self.beam_hitlight[2] = 1;
1572 self.beam_hitlight[3] = 1;
1573 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1574 self.beam_muzzlelight[0] = 0;
1575 self.beam_muzzlelight[1] = 1;
1576 self.beam_muzzlelight[2] = 1;
1577 self.beam_muzzlelight[3] = 1;
1578 self.beam_image = "particles/lgbeam";
1579 if(self.beam_muzzleeffect)
1581 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1582 flash.alpha = self.beam_alpha;
1583 flash.colormod = self.beam_color;
1589 // shouldn't be possible, but lets make it colorful if it does :D
1592 self.beam_color = randomvec();
1593 self.beam_alpha = 1;
1594 self.beam_thickness = 8;
1595 self.beam_traileffect = NULL;
1596 self.beam_hiteffect = NULL;
1597 self.beam_hitlight[0] = 0;
1598 self.beam_hitlight[1] = 1;
1599 self.beam_hitlight[2] = 1;
1600 self.beam_hitlight[3] = 1;
1601 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1602 self.beam_muzzlelight[0] = 0;
1603 self.beam_muzzlelight[1] = 1;
1604 self.beam_muzzlelight[2] = 1;
1605 self.beam_muzzlelight[3] = 1;
1606 self.beam_image = "particles/lgbeam";
1607 if(self.beam_muzzleeffect)
1609 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1610 flash.alpha = self.beam_alpha;
1611 flash.colormod = self.beam_color;
1619 if(!self.beam_usevieworigin)
1621 InterpolateOrigin_Note(this);