+ // the radius is not too far yet, no worries :D
+ float blendfactor = bound(
+ 0,
+ (1 - (self.beam_returnspeed * frametime)),
+ 1
+ );
+ self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ }
+
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(self.beam_distancepersegment)
+ {
+ max_allowed_segments = min(
+ ARC_MAX_SEGMENTS,
+ 1 + (vlen(wantdir / self.beam_distancepersegment))
+ );
+ }
+ else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+ if(self.beam_degreespersegment)
+ {
+ segments = bound(
+ 1,
+ (
+ min(
+ angle,
+ self.beam_maxangle
+ )
+ /
+ self.beam_degreespersegment
+ ),
+ max_allowed_segments
+ );
+ }
+ else { segments = 1; }
+ }
+ else { segments = 1; }
+
+ // set the beam direction which the rest of the code will refer to
+ beamdir = self.beam_dir;
+
+ // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
+ self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
+ }
+ else
+ {
+ // set the values from the provided info from the networked entity
+ start_pos = self.origin;
+ wantdir = self.v_angle;
+ beamdir = self.angles;
+
+ if(beamdir != wantdir)
+ {
+ float angle = vlen(wantdir - beamdir) * RAD2DEG;
+
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(self.beam_distancepersegment)
+ {
+ max_allowed_segments = min(
+ ARC_MAX_SEGMENTS,
+ 1 + (vlen(wantdir / self.beam_distancepersegment))
+ );
+ }
+ else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+ if(self.beam_degreespersegment)
+ {
+ segments = bound(
+ 1,
+ (
+ min(
+ angle,
+ self.beam_maxangle
+ )
+ /
+ self.beam_degreespersegment
+ ),
+ max_allowed_segments
+ );
+ }
+ else { segments = 1; }
+ }
+ else { segments = 1; }
+ }
+
+ setorigin(self, start_pos);
+ self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+
+ vector beam_endpos = (start_pos + (beamdir * self.beam_range));
+ vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
+
+ Draw_ArcBeam_callback_entity = self;
+ Draw_ArcBeam_callback_last_thickness = 0;
+ Draw_ArcBeam_callback_last_top = start_pos;
+ Draw_ArcBeam_callback_last_bottom = start_pos;
+
+ vector last_origin = start_pos;
+ vector original_start_pos = start_pos;
+
+ float i;
+ for(i = 1; i <= segments; ++i)
+ {
+ // WEAPONTODO (client):
+ // In order to do nice fading and pointing on the starting segment, we must always
+ // have that drawn as a separate triangle... However, that is difficult to do when
+ // keeping in mind the above problems and also optimizing the amount of segments
+ // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
+
+ vector new_origin = bezier_quadratic_getpoint(
+ start_pos,
+ beam_controlpoint,
+ beam_endpos,
+ i / segments);
+
+ WarpZone_TraceBox_ThroughZone(
+ last_origin,
+ '0 0 0',
+ '0 0 0',
+ new_origin,
+ MOVE_NORMAL,
+ world,
+ world,
+ Draw_ArcBeam_callback
+ );
+
+ // Do all the transforms for warpzones right now, as we already "are" in the post-trace
+ // system (if we hit a player, that's always BEHIND the last passed wz).
+ last_origin = trace_endpos;
+ start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
+ beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
+ beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
+ beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
+ Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
+ Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
+
+ if(trace_fraction < 1) { break; }
+ }
+
+ // visual effects for startpoint and endpoint
+ if(self.beam_hiteffect)
+ {
+ // FIXME we really should do this on the server so it actually
+ // matches gameplay. What this client side stuff is doing is no
+ // more than guesswork.
+ pointparticles(
+ self.beam_hiteffect,
+ last_origin,
+ beamdir * -1,
+ frametime * 2
+ );
+ }
+ if(self.beam_hitlight[0])
+ {
+ adddynamiclight(
+ last_origin,
+ self.beam_hitlight[0],
+ vec3(
+ self.beam_hitlight[1],
+ self.beam_hitlight[2],
+ self.beam_hitlight[3]
+ )
+ );
+ }
+ if(self.beam_muzzleeffect)
+ {
+ pointparticles(
+ self.beam_muzzleeffect,
+ original_start_pos + wantdir * 20,
+ wantdir * 1000,
+ frametime * 0.1
+ );
+ }
+ if(self.beam_muzzlelight[0])
+ {
+ adddynamiclight(
+ original_start_pos + wantdir * 20,
+ self.beam_muzzlelight[0],
+ vec3(
+ self.beam_muzzlelight[1],
+ self.beam_muzzlelight[2],
+ self.beam_muzzlelight[3]
+ )
+ );
+ }
+
+ // cleanup
+ Draw_ArcBeam_callback_entity = world;
+ Draw_ArcBeam_callback_last_thickness = 0;
+ Draw_ArcBeam_callback_last_top = '0 0 0';
+ Draw_ArcBeam_callback_last_bottom = '0 0 0';
+}
+
+void Remove_ArcBeam(void)
+{
+ remove(self.beam_muzzleentity);
+ sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+}
+
+void Ent_ReadArcBeam(float isnew)
+{
+ float sf = ReadByte();
+ entity flash;
+
+ if(isnew)
+ {
+ // calculate shot origin offset from gun alignment
+ float gunalign = autocvar_cl_gunalign;
+ if(gunalign != 1 && gunalign != 2 && gunalign != 4)
+ gunalign = 3; // default value
+ --gunalign;
+
+ self.beam_shotorigin = arc_shotorigin[gunalign];
+
+ // set other main attributes of the beam
+ self.draw = Draw_ArcBeam;
+ self.entremove = Remove_ArcBeam;
+ sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+
+ flash = spawn();
+ flash.owner = self;
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+ flash.drawmask = MASK_NORMAL;
+ flash.solid = SOLID_NOT;
+ flash.avelocity_z = 5000;
+ setattachment(flash, self, "");
+ setorigin(flash, '0 0 0');
+
+ self.beam_muzzleentity = flash;
+ }
+ else
+ {
+ flash = self.beam_muzzleentity;
+ }
+
+ if(sf & ARC_SF_SETTINGS) // settings information
+ {
+ self.beam_degreespersegment = ReadShort();
+ self.beam_distancepersegment = ReadShort();
+ self.beam_maxangle = ReadShort();
+ self.beam_range = ReadCoord();
+ self.beam_returnspeed = ReadShort();
+ self.beam_tightness = (ReadByte() / 10);
+
+ if(ReadByte())
+ {
+ if(autocvar_chase_active)
+ { self.beam_usevieworigin = 1; }
+ else // use view origin
+ { self.beam_usevieworigin = 2; }
+ }
+ else
+ {
+ self.beam_usevieworigin = 0;
+ }
+ }
+
+ if(!self.beam_usevieworigin)
+ {
+ // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+ self.iflags = IFLAG_ORIGIN;
+
+ InterpolateOrigin_Undo();
+ }
+
+ if(sf & ARC_SF_START) // starting location
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ }
+ else if(self.beam_usevieworigin) // infer the location from player location
+ {
+ if(self.beam_usevieworigin == 2)
+ {
+ // use view origin
+ self.origin = view_origin;
+ }
+ else
+ {
+ // use player origin so that third person display still works
+ self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+ }
+ }
+
+ setorigin(self, self.origin);
+
+ if(sf & ARC_SF_WANTDIR) // want/aim direction
+ {
+ self.v_angle_x = ReadCoord();
+ self.v_angle_y = ReadCoord();
+ self.v_angle_z = ReadCoord();
+ }
+
+ if(sf & ARC_SF_BEAMDIR) // beam direction
+ {
+ self.angles_x = ReadCoord();
+ self.angles_y = ReadCoord();
+ self.angles_z = ReadCoord();
+ }
+
+ if(sf & ARC_SF_BEAMTYPE) // beam type
+ {
+ self.beam_type = ReadByte();
+ switch(self.beam_type)
+ {
+ case ARC_BT_MISS:
+ {
+ self.beam_color = '-1 -1 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
+ {
+ self.beam_color = '0.5 0.5 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; // particleeffectnum("grenadelauncher_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_HEAL:
+ {
+ self.beam_color = '0 1 0';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("healray_impact");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_HIT:
+ {
+ self.beam_color = '1 0 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = particleeffectnum("nex_beam");
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 20;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 0;
+ self.beam_hitlight[3] = 0;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 50;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 0;
+ self.beam_muzzlelight[3] = 0;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_MISS:
+ {
+ self.beam_color = '-1 -1 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_WALL:
+ {
+ self.beam_color = '0.5 0.5 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_HEAL:
+ {
+ self.beam_color = '0 1 0';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;