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 this.use(this, NULL, toucher);
124 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
128 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
130 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
132 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
134 missile = new(missile);
135 missile.owner = missile.realowner = actor;
136 missile.bot_dodge = true;
137 IL_PUSH(g_bot_dodge, missile);
138 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
140 missile.takedamage = DAMAGE_YES;
141 SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
142 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
143 missile.event_damage = W_Arc_Bolt_Damage;
144 missile.damagedbycontents = true;
145 IL_PUSH(g_damagedbycontents, missile);
147 settouch(missile, W_Arc_Bolt_Touch);
148 missile.use = W_Arc_Bolt_Explode_use;
149 setthink(missile, adaptor_think2use_hittype_splash);
150 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
151 PROJECTILE_MAKETRIGGER(missile);
152 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
153 missile.weaponentity_fld = weaponentity;
154 setorigin(missile, w_shotorg);
155 setsize(missile, '0 0 0', '0 0 0');
157 set_movetype(missile, MOVETYPE_FLY);
158 W_SetupProjVelocity_PRE(missile, arc, bolt_);
160 missile.angles = vectoangles(missile.velocity);
161 missile.flags = FL_PROJECTILE;
162 missile.missile_flags = MIF_SPLASH;
164 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
166 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 void W_Arc_Beam_Think(entity this)
171 .entity weaponentity = this.weaponentity_fld;
172 entity own = this.owner;
173 if(this != own.(weaponentity).arc_beam)
180 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
182 if(!this.beam_bursting)
183 this.beam_bursting = true;
184 burst = ARC_BT_BURSTMASK;
187 Weapon thiswep = WEP_ARC;
189 // TODO: use standard weapon use checks here!
197 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
199 own.(weaponentity).m_switchweapon != WEP_ARC
201 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
205 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
208 if ( WEP_CVAR(arc, cooldown) > 0 )
210 float cooldown_speed = 0;
211 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
213 cooldown_speed = WEP_CVAR(arc, cooldown);
217 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
220 if ( cooldown_speed )
222 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
223 own.arc_overheat = time + this.beam_heat / cooldown_speed;
224 own.arc_cooldown = cooldown_speed;
227 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
229 Send_Effect(EFFECT_ARC_OVERHEAT,
230 this.beam_start, this.beam_wantdir, 1 );
231 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
235 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
236 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
238 // note: this doesn't force the switch
239 W_SwitchToOtherWeapon(own, weaponentity);
241 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
247 float coefficient = frametime;
248 if(!(own.items & IT_UNLIMITED_AMMO))
252 { rootammo = WEP_CVAR(arc, burst_ammo); }
254 { rootammo = WEP_CVAR(arc, beam_ammo); }
258 coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
259 SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
262 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
263 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
265 makevectors(own.v_angle);
274 WEP_CVAR(arc, beam_damage) * coefficient,
275 WEP_CVAR(arc, beam_range),
279 // After teleport, "lock" the beam until the teleport is confirmed.
280 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
281 w_shotdir = this.beam_dir;
284 // network information: shot origin and want/aim direction
285 if(this.beam_start != w_shotorg)
287 this.SendFlags |= ARC_SF_START;
288 this.beam_start = w_shotorg;
290 if(this.beam_wantdir != w_shotdir)
292 this.SendFlags |= ARC_SF_WANTDIR;
293 this.beam_wantdir = w_shotdir;
296 if(!this.beam_initialized)
298 this.beam_dir = w_shotdir;
299 this.beam_initialized = true;
302 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
303 // idea: blend together this.beam_dir with the inverted direction the player is moving in
304 // might have to make some special accomodation so that it only uses view_right and view_up
306 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
309 if(this.beam_dir != w_shotdir)
311 // calculate how much we're going to move the end of the beam to the want position
312 // WEAPONTODO (server and client):
313 // blendfactor never actually becomes 0 in this situation, which is a problem
314 // regarding precision... this means that this.beam_dir and w_shotdir approach
315 // eachother, however they never actually become the same value with this method.
316 // Perhaps we should do some form of rounding/snapping?
317 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
318 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
320 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
321 float blendfactor = bound(
323 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
324 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
326 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
327 this.beam_dir = w_shotdir;
329 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
333 // the radius is not too far yet, no worries :D
334 float blendfactor = bound(
336 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
339 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
340 this.beam_dir = w_shotdir;
342 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
345 // network information: beam direction
346 this.SendFlags |= ARC_SF_BEAMDIR;
348 // calculate how many segments are needed
349 float max_allowed_segments;
351 if(WEP_CVAR(arc, beam_distancepersegment))
353 max_allowed_segments = min(
355 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
358 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
360 if(WEP_CVAR(arc, beam_degreespersegment))
367 WEP_CVAR(arc, beam_maxangle)
370 WEP_CVAR(arc, beam_degreespersegment)
375 else { segments = 1; }
377 else { segments = 1; }
379 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
380 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
383 float new_beam_type = 0;
384 vector last_origin = w_shotorg;
385 for(i = 1; i <= segments; ++i)
387 // WEAPONTODO (client):
388 // In order to do nice fading and pointing on the starting segment, we must always
389 // have that drawn as a separate triangle... However, that is difficult to do when
390 // keeping in mind the above problems and also optimizing the amount of segments
391 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
393 vector new_origin = bezier_quadratic_getpoint(
398 vector new_dir = normalize(new_origin - last_origin);
400 WarpZone_traceline_antilag(
409 // Do all the transforms for warpzones right now, as we already
410 // "are" in the post-trace system (if we hit a player, that's
411 // always BEHIND the last passed wz).
412 last_origin = trace_endpos;
413 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
414 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
415 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
416 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
421 trace_ent.classname == "body"
423 IS_MONSTER(trace_ent)
428 if(SAME_TEAM(own, trace_ent))
430 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
431 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
432 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
433 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
434 if(IS_PLAYER(trace_ent) && rootarmor)
436 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
438 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
439 trace_ent.pauserotarmor_finished = max(
440 trace_ent.pauserotarmor_finished,
441 time + autocvar_g_balance_pause_armor_rot
445 if(roothealth || rootarmor)
446 new_beam_type = ARC_BT_HEAL;
448 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
450 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
451 // NO. trace_endpos should be just fine. If not,
452 // that's an engine bug that needs proper debugging.
453 vector hitorigin = trace_endpos;
455 float falloff = ExponentialFalloff(
456 WEP_CVAR(arc, beam_falloff_mindist),
457 WEP_CVAR(arc, beam_falloff_maxdist),
458 WEP_CVAR(arc, beam_falloff_halflifedist),
459 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
466 { rootdamage = WEP_CVAR(arc, burst_damage); }
468 { rootdamage = WEP_CVAR(arc, beam_damage); }
471 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
473 if(accuracy_isgooddamage(own, trace_ent))
479 rootdamage * coefficient * falloff
487 rootdamage * coefficient * falloff,
491 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
494 new_beam_type = ARC_BT_HIT;
498 else if(trace_fraction != 1)
500 // we collided with geometry
501 new_beam_type = ARC_BT_WALL;
506 // te_explosion(trace_endpos);
508 // if we're bursting, use burst visual effects
509 new_beam_type |= burst;
511 // network information: beam type
512 if(new_beam_type != this.beam_type)
514 this.SendFlags |= ARC_SF_BEAMTYPE;
515 this.beam_type = new_beam_type;
518 own.(weaponentity).beam_prev = time;
519 this.nextthink = time;
522 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
525 // only play fire sound if 1 sec has passed since player let go the fire button
526 if(time - actor.(weaponentity).beam_prev > 1)
527 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
529 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
530 beam.weaponentity_fld = weaponentity;
531 beam.solid = SOLID_NOT;
532 setthink(beam, W_Arc_Beam_Think);
534 set_movetype(beam, MOVETYPE_NONE);
535 beam.bot_dodge = true;
536 IL_PUSH(g_bot_dodge, beam);
537 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
538 beam.beam_bursting = burst;
539 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
541 getthink(beam)(beam);
543 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
545 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
547 w_ready(thiswep, actor, weaponentity, fire);
551 // attack handled by the beam itself, this is just a loop to keep the attack happening!
553 // NOTE: arc doesn't use a refire
554 //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
555 actor.(weaponentity).wframe = WFRAME_FIRE1;
556 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
558 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
560 // TODO: spamming this without checking any refires is asking for trouble!
561 makevectors(actor.v_angle);
562 W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
564 vector smoke_origin = w_shotorg + actor.velocity*frametime;
565 if ( actor.arc_overheat > time )
567 if ( random() < actor.(weaponentity).arc_heat_percent )
568 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
569 if ( (fire & 1) || (fire & 2) )
571 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
572 if ( !actor.arc_smoke_sound )
574 actor.arc_smoke_sound = 1;
575 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
579 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
580 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
582 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
583 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
584 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
587 bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
588 bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
589 if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
591 actor.arc_smoke_sound = 0;
592 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
596 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
598 if(WEP_CVAR(arc, beam_botaimspeed))
600 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
603 WEP_CVAR(arc, beam_botaimspeed),
605 WEP_CVAR(arc, beam_botaimlifetime),
611 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
621 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
623 Arc_Player_SetHeat(actor, weaponentity);
624 Arc_Smoke(thiswep, actor, weaponentity, fire);
626 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
628 if (time >= actor.arc_overheat)
629 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
632 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
635 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
636 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
639 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
643 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
645 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
647 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
649 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
651 actor.(weaponentity).wframe = WFRAME_FIRE1;
652 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
653 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
662 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
664 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
665 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
669 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
671 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
672 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
673 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
675 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
679 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
682 actor.arc_count = autocvar_g_balance_arc_secondary_count;
683 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
684 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
688 METHOD(Arc, wr_init, void(entity thiswep))
690 if(!arc_shotorigin[0])
692 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
693 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
694 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
695 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
698 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
700 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
702 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
704 if(WEP_CVAR(arc, bolt))
706 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
707 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
711 return WEP_CVAR(arc, overheat_max) > 0 &&
712 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
714 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
716 if(w_deathtype & HITTYPE_SECONDARY)
717 return WEAPON_ARC_MURDER_SPRAY;
719 return WEAPON_ARC_MURDER;
721 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
723 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
724 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
725 actor.arc_overheat = 0;
726 actor.arc_cooldown = 0;
727 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
729 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
731 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
732 weapon_dropevent_item.arc_overheat > time )
734 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
735 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
738 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
740 actor.arc_overheat = 0;
741 actor.arc_cooldown = 0;
742 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744 .entity weaponentity = weaponentities[slot];
745 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
748 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
750 actor.arc_overheat = 0;
751 actor.arc_cooldown = 0;
752 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
756 bool autocvar_cl_arcbeam_teamcolor = true;
757 bool autocvar_cl_arcbeam_simple = true;
761 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
763 if(w_deathtype & HITTYPE_SECONDARY)
766 org2 = w_org + w_backoff * 6;
767 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
768 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
772 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
774 entity beam = Draw_ArcBeam_callback_entity;
775 vector transformed_view_org;
776 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
778 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
779 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
780 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
786 if(trace_fraction != 1)
788 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
789 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
790 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
800 // decide upon thickness
801 float thickness = beam.beam_thickness;
803 // draw primary beam render
804 vector top = hitorigin + (thickdir * thickness);
805 vector bottom = hitorigin - (thickdir * thickness);
807 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
808 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
810 if(autocvar_cl_arcbeam_simple)
811 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
814 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
817 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
823 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
829 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
835 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
842 // draw trailing particles
844 // - Don't use spammy particle counts here, use a FEW small particles around the beam
845 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
846 if(beam.beam_traileffect)
848 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
851 // set up for the next
852 Draw_ArcBeam_callback_last_thickness = thickness;
853 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
854 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
860 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
861 e.beam_initialized = false;
863 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
864 e.beam_initialized = false;
868 void Draw_ArcBeam(entity this)
870 float dt = time - this.move_time;
871 this.move_time = time;
872 if(dt <= 0) { return; }
874 if(!this.beam_usevieworigin)
876 InterpolateOrigin_Do(this);
879 // origin = beam starting origin
880 // v_angle = wanted/aim direction
881 // angles = current direction of beam
884 vector wantdir; //= view_forward;
885 vector beamdir; //= this.beam_dir;
888 if(this.beam_usevieworigin)
891 // Currently we have to replicate nearly the same method of figuring
892 // out the shotdir that the server does... Ideally in the future we
893 // should be able to acquire this from a generalized function built
894 // into a weapon system for client code.
896 // find where we are aiming
897 vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
898 vector forward, right, up;
899 MAKE_VECTORS(myviewangle, forward, right, up);
900 entity wepent = viewmodels[this.beam_slot];
902 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
904 // decide upon start position
905 if(this.beam_usevieworigin == 2)
906 { start_pos = warpzone_save_view_origin; }
908 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
910 { start_pos = this.origin; }
912 // trace forward with an estimation
915 start_pos + forward * this.beam_range,
920 int v_shot_idx; // used later
921 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
922 if(v_shot_idx && this.beam_usevieworigin == 2)
923 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
925 // untransform in case our trace went through a warpzone
926 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
928 // un-adjust trueaim if shotend is too close
929 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
930 end_pos = start_pos + (forward * g_trueaim_minrange);
932 // move shot origin to the actual gun muzzle origin
933 vector origin_offset = '0 0 0';
934 if(!v_shot_idx || this.beam_usevieworigin != 2)
936 this.beam_shotorigin = wepent.movedir;
937 origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
940 this.beam_shotorigin = '0 0 0';
942 start_pos = start_pos + origin_offset;
944 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
945 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
946 start_pos = trace_endpos;
948 // calculate the aim direction now
949 wantdir = normalize(end_pos - start_pos);
951 if(!this.beam_initialized)
953 this.beam_dir = wantdir;
954 this.beam_initialized = true;
956 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
959 if(this.beam_dir != wantdir)
961 // calculate how much we're going to move the end of the beam to the want position
962 // WEAPONTODO (server and client):
963 // blendfactor never actually becomes 0 in this situation, which is a problem
964 // regarding precision... this means that this.beam_dir and w_shotdir approach
965 // eachother, however they never actually become the same value with this method.
966 // Perhaps we should do some form of rounding/snapping?
967 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
968 if(angle && (angle > this.beam_maxangle))
970 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
971 float blendfactor = bound(
973 (1 - (this.beam_returnspeed * dt)),
974 min(this.beam_maxangle / angle, 1)
976 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
980 // the radius is not too far yet, no worries :D
981 float blendfactor = bound(
983 (1 - (this.beam_returnspeed * dt)),
986 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
989 // calculate how many segments are needed
990 float max_allowed_segments;
992 if(this.beam_distancepersegment)
994 max_allowed_segments = min(
996 1 + (vlen(wantdir / this.beam_distancepersegment))
999 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1001 if(this.beam_degreespersegment)
1011 this.beam_degreespersegment
1013 max_allowed_segments
1016 else { segments = 1; }
1018 else { segments = 1; }
1020 // set the beam direction which the rest of the code will refer to
1021 beamdir = this.beam_dir;
1023 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1024 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1028 // set the values from the provided info from the networked entity
1029 start_pos = this.origin;
1030 wantdir = this.v_angle;
1031 beamdir = this.angles;
1033 if(beamdir != wantdir)
1035 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1037 // calculate how many segments are needed
1038 float max_allowed_segments;
1040 if(this.beam_distancepersegment)
1042 max_allowed_segments = min(
1044 1 + (vlen(wantdir / this.beam_distancepersegment))
1047 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1049 if(this.beam_degreespersegment)
1059 this.beam_degreespersegment
1061 max_allowed_segments
1064 else { segments = 1; }
1066 else { segments = 1; }
1069 setorigin(this, start_pos);
1070 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1072 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1073 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1075 Draw_ArcBeam_callback_entity = this;
1076 Draw_ArcBeam_callback_last_thickness = 0;
1077 Draw_ArcBeam_callback_last_top = start_pos;
1078 Draw_ArcBeam_callback_last_bottom = start_pos;
1080 vector last_origin = start_pos;
1081 vector original_start_pos = start_pos;
1084 for(i = 1; i <= segments; ++i)
1086 // WEAPONTODO (client):
1087 // In order to do nice fading and pointing on the starting segment, we must always
1088 // have that drawn as a separate triangle... However, that is difficult to do when
1089 // keeping in mind the above problems and also optimizing the amount of segments
1090 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1092 vector new_origin = bezier_quadratic_getpoint(
1098 WarpZone_TraceBox_ThroughZone(
1106 Draw_ArcBeam_callback
1109 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1110 // system (if we hit a player, that's always BEHIND the last passed wz).
1111 last_origin = trace_endpos;
1112 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1113 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1114 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1115 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1116 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1117 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1119 if(trace_fraction < 1) { break; }
1122 // visual effects for startpoint and endpoint
1123 if(this.beam_hiteffect)
1125 // FIXME we really should do this on the server so it actually
1126 // matches gameplay. What this client side stuff is doing is no
1127 // more than guesswork.
1128 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1130 this.beam_hiteffect,
1136 if(this.beam_hitlight[0])
1140 this.beam_hitlight[0],
1142 this.beam_hitlight[1],
1143 this.beam_hitlight[2],
1144 this.beam_hitlight[3]
1148 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1151 this.beam_muzzleeffect,
1152 original_start_pos + wantdir * 20,
1157 if(this.beam_muzzlelight[0])
1160 original_start_pos + wantdir * 20,
1161 this.beam_muzzlelight[0],
1163 this.beam_muzzlelight[1],
1164 this.beam_muzzlelight[2],
1165 this.beam_muzzlelight[3]
1171 Draw_ArcBeam_callback_entity = NULL;
1172 Draw_ArcBeam_callback_last_thickness = 0;
1173 Draw_ArcBeam_callback_last_top = '0 0 0';
1174 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1177 void Remove_ArcBeam(entity this)
1179 delete(this.beam_muzzleentity);
1180 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1183 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1185 int sf = ReadByte();
1186 int slot = ReadByte();
1189 this.beam_slot = slot;
1193 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1195 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1197 // set other main attributes of the beam
1198 this.draw = Draw_ArcBeam;
1199 IL_PUSH(g_drawables, this);
1200 this.entremove = Remove_ArcBeam;
1201 this.move_time = time;
1202 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1206 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1207 //flash.drawmask = MASK_NORMAL;
1208 flash.solid = SOLID_NOT;
1209 flash.avelocity_z = 5000;
1210 setattachment(flash, this, "");
1211 setorigin(flash, '0 0 0');
1213 this.beam_muzzleentity = flash;
1217 flash = this.beam_muzzleentity;
1220 if(sf & ARC_SF_SETTINGS) // settings information
1222 this.beam_degreespersegment = ReadShort();
1223 this.beam_distancepersegment = ReadShort();
1224 this.beam_maxangle = ReadShort();
1225 this.beam_range = ReadCoord();
1226 this.beam_returnspeed = ReadShort();
1227 this.beam_tightness = (ReadByte() / 10);
1231 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1235 this.beam_usevieworigin = 0;
1238 this.sv_entnum = ReadByte();
1241 if(!this.beam_usevieworigin)
1243 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1244 this.iflags = IFLAG_ORIGIN;
1246 InterpolateOrigin_Undo(this);
1249 if(sf & ARC_SF_START) // starting location
1251 this.origin = ReadVector();
1253 else if(this.beam_usevieworigin) // infer the location from player location
1255 if(this.beam_usevieworigin == 2)
1258 this.origin = view_origin;
1262 // use player origin so that third person display still works
1263 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1267 setorigin(this, this.origin);
1269 if(sf & ARC_SF_WANTDIR) // want/aim direction
1271 this.v_angle = ReadVector();
1274 if(sf & ARC_SF_BEAMDIR) // beam direction
1276 this.angles = ReadAngleVector();
1279 if(sf & ARC_SF_BEAMTYPE) // beam type
1281 this.beam_type = ReadByte();
1283 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1284 switch(this.beam_type)
1288 this.beam_color = beamcolor;
1289 this.beam_alpha = 0.5;
1290 this.beam_thickness = 8;
1291 this.beam_traileffect = (EFFECT_ARC_BEAM);
1292 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1293 this.beam_hitlight[0] = 0;
1294 this.beam_hitlight[1] = 1;
1295 this.beam_hitlight[2] = 1;
1296 this.beam_hitlight[3] = 1;
1297 this.beam_muzzleeffect = EFFECT_Null;
1298 this.beam_muzzlelight[0] = 0;
1299 this.beam_muzzlelight[1] = 1;
1300 this.beam_muzzlelight[2] = 1;
1301 this.beam_muzzlelight[3] = 1;
1302 this.beam_image = "particles/lgbeam";
1303 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1305 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1306 flash.alpha = this.beam_alpha;
1307 flash.colormod = this.beam_color;
1312 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1314 this.beam_color = beamcolor;
1315 this.beam_alpha = 0.5;
1316 this.beam_thickness = 8;
1317 this.beam_traileffect = (EFFECT_ARC_BEAM);
1318 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1319 this.beam_hitlight[0] = 0;
1320 this.beam_hitlight[1] = 1;
1321 this.beam_hitlight[2] = 1;
1322 this.beam_hitlight[3] = 1;
1323 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1324 this.beam_muzzlelight[0] = 0;
1325 this.beam_muzzlelight[1] = 1;
1326 this.beam_muzzlelight[2] = 1;
1327 this.beam_muzzlelight[3] = 1;
1328 this.beam_image = "particles/lgbeam";
1329 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1331 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1332 flash.alpha = this.beam_alpha;
1333 flash.colormod = this.beam_color;
1340 this.beam_color = beamcolor;
1341 this.beam_alpha = 0.5;
1342 this.beam_thickness = 8;
1343 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1344 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1345 this.beam_hitlight[0] = 0;
1346 this.beam_hitlight[1] = 1;
1347 this.beam_hitlight[2] = 1;
1348 this.beam_hitlight[3] = 1;
1349 this.beam_muzzleeffect = EFFECT_Null;
1350 this.beam_muzzlelight[0] = 0;
1351 this.beam_muzzlelight[1] = 1;
1352 this.beam_muzzlelight[2] = 1;
1353 this.beam_muzzlelight[3] = 1;
1354 this.beam_image = "particles/lgbeam";
1355 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1357 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1358 flash.alpha = this.beam_alpha;
1359 flash.colormod = this.beam_color;
1366 this.beam_color = beamcolor;
1367 this.beam_alpha = 0.5;
1368 this.beam_thickness = 8;
1369 this.beam_traileffect = (EFFECT_ARC_BEAM);
1370 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1371 this.beam_hitlight[0] = 20;
1372 this.beam_hitlight[1] = 1;
1373 this.beam_hitlight[2] = 0;
1374 this.beam_hitlight[3] = 0;
1375 this.beam_muzzleeffect = EFFECT_Null;
1376 this.beam_muzzlelight[0] = 50;
1377 this.beam_muzzlelight[1] = 1;
1378 this.beam_muzzlelight[2] = 0;
1379 this.beam_muzzlelight[3] = 0;
1380 this.beam_image = "particles/lgbeam";
1381 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1383 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1384 flash.alpha = this.beam_alpha;
1385 flash.colormod = this.beam_color;
1390 case ARC_BT_BURST_MISS:
1392 this.beam_color = beamcolor;
1393 this.beam_alpha = 0.5;
1394 this.beam_thickness = 14;
1395 this.beam_traileffect = (EFFECT_ARC_BEAM);
1396 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1397 this.beam_hitlight[0] = 0;
1398 this.beam_hitlight[1] = 1;
1399 this.beam_hitlight[2] = 1;
1400 this.beam_hitlight[3] = 1;
1401 this.beam_muzzleeffect = EFFECT_Null;
1402 this.beam_muzzlelight[0] = 0;
1403 this.beam_muzzlelight[1] = 1;
1404 this.beam_muzzlelight[2] = 1;
1405 this.beam_muzzlelight[3] = 1;
1406 this.beam_image = "particles/lgbeam";
1407 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1409 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1410 flash.alpha = this.beam_alpha;
1411 flash.colormod = this.beam_color;
1416 case ARC_BT_BURST_WALL:
1418 this.beam_color = beamcolor;
1419 this.beam_alpha = 0.5;
1420 this.beam_thickness = 14;
1421 this.beam_traileffect = (EFFECT_ARC_BEAM);
1422 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1423 this.beam_hitlight[0] = 0;
1424 this.beam_hitlight[1] = 1;
1425 this.beam_hitlight[2] = 1;
1426 this.beam_hitlight[3] = 1;
1427 this.beam_muzzleeffect = EFFECT_Null;
1428 this.beam_muzzlelight[0] = 0;
1429 this.beam_muzzlelight[1] = 1;
1430 this.beam_muzzlelight[2] = 1;
1431 this.beam_muzzlelight[3] = 1;
1432 this.beam_image = "particles/lgbeam";
1433 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1435 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1436 flash.alpha = this.beam_alpha;
1437 flash.colormod = this.beam_color;
1442 case ARC_BT_BURST_HEAL:
1444 this.beam_color = beamcolor;
1445 this.beam_alpha = 0.5;
1446 this.beam_thickness = 14;
1447 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1448 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1449 this.beam_hitlight[0] = 0;
1450 this.beam_hitlight[1] = 1;
1451 this.beam_hitlight[2] = 1;
1452 this.beam_hitlight[3] = 1;
1453 this.beam_muzzleeffect = EFFECT_Null;
1454 this.beam_muzzlelight[0] = 0;
1455 this.beam_muzzlelight[1] = 1;
1456 this.beam_muzzlelight[2] = 1;
1457 this.beam_muzzlelight[3] = 1;
1458 this.beam_image = "particles/lgbeam";
1459 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1461 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1462 flash.alpha = this.beam_alpha;
1463 flash.colormod = this.beam_color;
1468 case ARC_BT_BURST_HIT:
1470 this.beam_color = beamcolor;
1471 this.beam_alpha = 0.5;
1472 this.beam_thickness = 14;
1473 this.beam_traileffect = (EFFECT_ARC_BEAM);
1474 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1475 this.beam_hitlight[0] = 0;
1476 this.beam_hitlight[1] = 1;
1477 this.beam_hitlight[2] = 1;
1478 this.beam_hitlight[3] = 1;
1479 this.beam_muzzleeffect = EFFECT_Null;
1480 this.beam_muzzlelight[0] = 0;
1481 this.beam_muzzlelight[1] = 1;
1482 this.beam_muzzlelight[2] = 1;
1483 this.beam_muzzlelight[3] = 1;
1484 this.beam_image = "particles/lgbeam";
1485 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1487 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1488 flash.alpha = this.beam_alpha;
1489 flash.colormod = this.beam_color;
1495 // shouldn't be possible, but lets make it colorful if it does :D
1498 this.beam_color = randomvec();
1499 this.beam_alpha = 1;
1500 this.beam_thickness = 8;
1501 this.beam_traileffect = NULL;
1502 this.beam_hiteffect = NULL;
1503 this.beam_hitlight[0] = 0;
1504 this.beam_hitlight[1] = 1;
1505 this.beam_hitlight[2] = 1;
1506 this.beam_hitlight[3] = 1;
1507 this.beam_muzzleeffect = EFFECT_Null;
1508 this.beam_muzzlelight[0] = 0;
1509 this.beam_muzzlelight[1] = 1;
1510 this.beam_muzzlelight[2] = 1;
1511 this.beam_muzzlelight[3] = 1;
1512 this.beam_image = "particles/lgbeam";
1513 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1515 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1516 flash.alpha = this.beam_alpha;
1517 flash.colormod = this.beam_color;
1525 if(!this.beam_usevieworigin)
1527 InterpolateOrigin_Note(this);