self.draw = Draw_Snow;
}
-entity zcurve;
-void zcurveparticles(float effectnum, vector start, vector end, float end_dz, float speed, float depth)
+void Net_ReadVortexBeamParticle()
{
- // end_dz:
- // IF IT WERE A STRAIGHT LINE, it'd end end_dz above end
+ vector shotorg, endpos;
+ float charge;
+ shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
+ endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
+ charge = ReadByte() / 255.0;
- vector mid;
- mid = (start + end) * 0.5;
+ pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);
- end_dz *= 0.25;
- mid_z += end_dz;
+ //draw either the old v2.3 beam or the new beam
+ charge = sqrt(charge); // divide evenly among trail spacing and alpha
+ particles_alphamin = particles_alphamax = particles_fade = charge;
+
+ if (autocvar_cl_particles_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo()))
+ WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+ else
+ WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+}
- --depth;
- if(depth < 0 || normalize(mid - start) * normalize(end - start) > 0.999999)
- // TODO make this a variable threshold
- // currently: 0.081 degrees
- // 0.99999 would be 0.256 degrees and is visible
+.vector sw_shotorg;
+.vector sw_endpos;
+.float sw_spread_max;
+.float sw_spread_min;
+.float sw_time;
+
+void Draw_Shockwave()
+{
+ float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5);
+
+ if(!a) { remove(self); }
+
+ vector deviation, angle;
+
+ vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
+
+ vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
+ vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
+
+ float new_max_dist, new_min_dist;
+
+ vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
+ vectorvectors(shotdir);
+ vector right = v_right;
+ vector up = v_up;
+
+ float counter, dist_before_normal = 200, shots = 20;
+
+ vector min_end = ((self.sw_shotorg + (shotdir * dist_before_normal)) + (up * self.sw_spread_min));
+ vector max_end = (self.sw_endpos + (up * self.sw_spread_max));
+
+ float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - shotdir);
+ float spread_to_max = vlen(normalize(max_end - min_end) - shotdir);
+
+ for(counter = 0; counter < shots; ++counter)
{
- zcurve.velocity = speed * normalize(end - start);
- trailparticles(zcurve, effectnum, start, end);
+ // perfect circle effect lines
+ angle = '0 0 0';
+ makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
+ angle_y = v_forward_x;
+ angle_z = v_forward_y;
+
+ // first do the spread_to_min effect
+ deviation = angle * spread_to_min;
+ deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
+ new_min_dist = dist_before_normal;
+ new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
+ //te_lightning2(world, new_min_end, self.sw_shotorg);
+
+ // then calculate spread_to_max effect
+ deviation = angle * spread_to_max;
+ deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
+ new_max_dist = vlen(new_min_end - self.sw_endpos);
+ new_max_end = (new_min_end + (deviation * new_max_dist));
+ //te_lightning2(world, new_end, prev_min_end);
+
+
+ if(counter == 0)
+ {
+ first_min_end = new_min_end;
+ first_max_end = new_max_end;
+ }
+
+ if(counter >= 1)
+ {
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+ R_EndPolygon();
+
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
+ R_EndPolygon();
+ }
+
+ prev_min_end = new_min_end;
+ prev_max_end = new_max_end;
+
+ if((counter + 1) == shots)
+ {
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+ R_EndPolygon();
+
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
+ R_EndPolygon();
+ }
+ }
+}
+
+void Net_ReadShockwaveParticle()
+{
+ entity shockwave;
+ shockwave = spawn();
+ shockwave.draw = Draw_Shockwave;
+
+ shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
+ shockwave.sw_endpos_x = ReadCoord(); shockwave.sw_endpos_y = ReadCoord(); shockwave.sw_endpos_z = ReadCoord();
+
+ shockwave.sw_spread_max = ReadByte();
+ shockwave.sw_spread_min = ReadByte();
+
+ shockwave.sv_entnum = ReadByte();
+
+ shockwave.sw_time = time;
+}
+
+.vector beam_color;
+.float beam_alpha;
+.float beam_thickness;
+.float beam_traileffect;
+.float beam_hiteffect;
+.float beam_hitlight[4]; // 0: radius, 123: rgb
+.float beam_muzzleeffect;
+.float beam_muzzlelight[4]; // 0: radius, 123: rgb
+.string beam_image;
+
+.entity beam_muzzleentity;
+
+.float beam_usevieworigin;
+.float beam_initialized;
+.float beam_maxangle;
+.float beam_range;
+.float beam_returnspeed;
+.float beam_tightness;
+.vector beam_shotorigin;
+.vector beam_dir;
+
+entity Draw_ArcBeam_callback_entity;
+vector Draw_ArcBeam_callback_new_dir;
+float Draw_ArcBeam_callback_segmentdist;
+float Draw_ArcBeam_callback_last_thickness;
+vector Draw_ArcBeam_callback_last_top;
+vector Draw_ArcBeam_callback_last_bottom;
+
+void Draw_ArcBeam_callback(vector start, vector hit, vector end)
+{
+ entity beam = Draw_ArcBeam_callback_entity;
+ vector transformed_view_org;
+ transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
+
+ vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
+
+ vector hitorigin;
+
+ // draw segment
+ #if 0
+ if(trace_fraction != 1)
+ {
+ // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+ hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
+ hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
}
else
{
- zcurveparticles(effectnum, start, mid, end_dz, speed, depth);
- zcurveparticles(effectnum, mid, end, end_dz, speed, depth);
+ hitorigin = hit;
+ }
+ #else
+ hitorigin = hit;
+ #endif
+
+ // decide upon thickness
+ float thickness = beam.beam_thickness;
+
+ // draw primary beam render
+ vector top = hitorigin + (thickdir * thickness);
+ vector bottom = hitorigin - (thickdir * thickness);
+ vector last_top = start + (thickdir * Draw_ArcBeam_callback_last_thickness);
+ vector last_bottom = start - (thickdir * Draw_ArcBeam_callback_last_thickness);
+
+ R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
+ R_PolygonVertex(
+ top,
+ '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_PolygonVertex(
+ last_top,
+ '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_PolygonVertex(
+ last_bottom,
+ '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_PolygonVertex(
+ bottom,
+ '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_EndPolygon();
+
+ // draw trailing particles
+ // NOTES:
+ // - Don't use spammy particle counts here, use a FEW small particles around the beam
+ // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
+ if(beam.beam_traileffect)
+ {
+ trailparticles(beam, beam.beam_traileffect, start, hitorigin);
}
+
+ // set up for the next
+ Draw_ArcBeam_callback_last_thickness = thickness;
+ Draw_ArcBeam_callback_last_top = top;
+ Draw_ArcBeam_callback_last_bottom = bottom;
}
-void Net_ReadZCurveParticles()
+void Draw_ArcBeam()
{
- vector start, end;
- float end_dz;
- float effectnum, speed;
+ InterpolateOrigin_Do();
+
+ // origin = beam starting origin
+ // v_angle = wanted/aim direction
+ // angles = current direction of beam
- if(!zcurve)
+ vector start_pos;
+ vector wantdir; //= view_forward;
+ vector beamdir; //= self.beam_dir;
+
+ float segments;
+ if(self.beam_usevieworigin)
{
- zcurve = spawn();
- zcurve.classname = "zcurve";
+ // WEAPONTODO:
+ // Currently we have to replicate nearly the same method of figuring
+ // out the shotdir that the server does... Ideally in the future we
+ // should be able to acquire this from a generalized function built
+ // into a weapon system for client code.
+
+ // find where we are aiming
+ makevectors(view_angles);
+
+ // decide upon start position
+ if(self.beam_usevieworigin == 2)
+ { start_pos = view_origin; }
+ else
+ { start_pos = self.origin; }
+
+ // trace forward with an estimation
+ WarpZone_TraceLine(start_pos, start_pos + view_forward * self.beam_range, MOVE_NOMONSTERS, self);
+
+ // untransform in case our trace went through a warpzone
+ vector vf, vr, vu;
+ vf = view_forward;
+ vr = view_right;
+ vu = view_up;
+ vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+ view_forward = vf;
+ view_right = vr;
+ view_up = vu;
+
+ // un-adjust trueaim if shotend is too close
+ if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
+ shothitpos = view_origin + (view_forward * g_trueaim_minrange);
+
+ // move shot origin to the actual gun muzzle origin
+ vector origin_offset = view_forward * self.beam_shotorigin_x + view_right * -self.beam_shotorigin_y + view_up * self.beam_shotorigin_z;
+ start_pos = start_pos + origin_offset;
+
+ // calculate the aim direction now
+ wantdir = normalize(shothitpos - start_pos);
+
+ if(!self.beam_initialized)
+ {
+ self.beam_dir = wantdir;
+ self.beam_initialized = TRUE;
+ }
+
+ // WEAPONTODO: Calculate segments dyanmically similarly to the server code
+ segments = 20;
+ if(self.beam_dir != wantdir)
+ {
+ float angle = ceil(vlen(wantdir - self.beam_dir) * RAD2DEG);
+ float anglelimit;
+ if(angle && (angle > self.beam_maxangle))
+ {
+ // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
+ anglelimit = min(self.beam_maxangle / angle, 1);
+ }
+ else
+ {
+ // the radius is not too far yet, no worries :D
+ anglelimit = 1;
+ }
+
+ // calculate how much we're going to move the end of the beam to the want position
+ float blendfactor = bound(0, anglelimit * (1 - (self.beam_returnspeed * frametime)), 1);
+ self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+
+ // WEAPONTODO (server and client):
+ // blendfactor never actually becomes 0 in this situation, which is a problem
+ // regarding precision... this means that self.beam_dir and w_shotdir approach
+ // eachother, however they never actually become the same value with this method.
+
+ // Perhaps we should do some form of rounding/snapping?
+
+ // printf("blendfactor = %f\n", blendfactor);
+
+ #if 0
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(WEP_CVAR(arc, beam_distancepersegment))
+ max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
+ else
+ max_allowed_segments = ARC_MAX_SEGMENTS;
+
+ if(WEP_CVAR(arc, beam_degreespersegment))
+ {
+ segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
+ }
+ else
+ {
+ segments = 1;
+ }
+ #endif
+ }
+ #if 0
+ else
+ {
+ segments = 1;
+ }
+ #endif
+
+ // 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(view_forward, view_up);
}
+ else
+ {
+ // set the values from the provided info from the networked entity
+ start_pos = self.origin;
+ wantdir = self.v_angle;
+ beamdir = self.angles;
- effectnum = ReadShort();
+ // WEAPONTODO: Calculate segments dyanmically similarly to the server code
+ segments = 20;
+ #if 0
+ if(beamdir != wantdir)
+ {
+ // calculate how many segments are needed
+ float max_allowed_segments;
- start_x = ReadCoord();
- start_y = ReadCoord();
- start_z = ReadCoord();
+ if(WEP_CVAR(arc, beam_distancepersegment))
+ max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
+ else
+ max_allowed_segments = ARC_MAX_SEGMENTS;
- do
+ if(WEP_CVAR(arc, beam_degreespersegment))
+ {
+ segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
+ }
+ else
+ {
+ segments = 1;
+ }
+ }
+ else
+ {
+ segments = 1;
+ }
+ #endif
+ }
+
+ setorigin(self, start_pos);
+ self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+
+ vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
+
+ 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 hitorigin = start_pos;
+
+ float i;
+ for(i = 1; i <= segments; ++i)
+ {
+ // WEAPONTODO (server and client):
+ // Segment blend and distance should probably really be calculated in a better way,
+ // however I am not sure how to do it properly. There are a few things I have tried,
+ // but most of them do not work properly due to my lack of understanding regarding
+ // the mathematics behind them.
+
+ // Ideally, we should calculate the positions along a perfect curve
+ // between wantdir and self.beam_dir with an option for depth of arc
+
+ // Another issue is that (on the client code) we must separate the
+ // curve into multiple rendered curves when handling warpzones.
+
+ // I can handle this by detecting it for each segment, however that
+ // is a fairly inefficient method in comparison to having a curved line
+ // drawing function similar to Draw_CylindricLine that accepts
+ // top and bottom origins as input, this way there would be no
+ // overlapping edges when connecting the curved pieces.
+
+ // 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)
+
+ // calculate this on every segment to ensure that we always reach the full length of the attack
+ float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1);
+ float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
+
+ vector new_dir = normalize( (wantdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) );
+ vector new_origin = last_origin + (new_dir * segmentdist);
+
+ Draw_ArcBeam_callback_segmentdist = segmentdist;
+ Draw_ArcBeam_callback_new_dir = new_dir;
+
+ WarpZone_TraceBox_ThroughZone(
+ last_origin,
+ '0 0 0',
+ '0 0 0',
+ new_origin,
+ MOVE_NORMAL,
+ world,
+ world,
+ Draw_ArcBeam_callback
+ );
+
+ // check if we're going to proceed with drawing
+ //if(trace_fraction != 1)
+ //{
+ // we're done with drawing this frame
+ //last_origin = last_origin + (new_dir * segmentdist * trace_fraction);
+ //hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
+ //break;
+ //}
+ //else
+ {
+ // continue onto the next segment
+ last_origin = WarpZone_TransformOrigin(WarpZone_trace_transform, new_origin);
+ beam_endpos_estimate = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos_estimate);
+ }
+ }
+
+ if(self.beam_hiteffect)
+ {
+ 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, start_pos + wantdir * 20, wantdir * 1000, frametime * 0.1);
+ }
+ if(self.beam_muzzlelight[0])
{
- end_x = ReadCoord();
- end_y = ReadCoord();
- end_z = ReadCoord();
- end_dz = ReadCoord();
- speed = ReadShort();
- zcurveparticles(effectnum, start, end, end_dz, 16 * (speed & 0x7FFF), 5); // at most 32 segments
+ adddynamiclight(start_pos + wantdir * 20, self.beam_muzzlelight[0], vec3(self.beam_muzzlelight[1], self.beam_muzzlelight[2], self.beam_muzzlelight[3]));
}
- while(!(speed & 0x8000));
+
+ // cleanup
+ Draw_ArcBeam_callback_entity = world;
+ Draw_ArcBeam_callback_new_dir = '0 0 0';
+ Draw_ArcBeam_callback_segmentdist = 0;
+ Draw_ArcBeam_callback_last_thickness = 0;
+ Draw_ArcBeam_callback_last_top = '0 0 0';
+ Draw_ArcBeam_callback_last_bottom = '0 0 0';
}
-void Net_ReadNexgunBeamParticle()
+void Remove_ArcBeam(void)
{
- vector shotorg, endpos;
- float charge;
- shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
- endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
- charge = ReadByte() / 255.0;
-
- pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);
-
- //draw either the old v2.3 beam or the new beam
- charge = sqrt(charge); // divide evenly among trail spacing and alpha
- particles_alphamin = particles_alphamax = particles_fade = charge;
+ remove(self.beam_muzzleentity);
+ sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+}
- if (autocvar_cl_particles_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo()))
- WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+void Ent_ReadArcBeam(float isnew)
+{
+ float sf = ReadByte();
+ entity flash;
+
+ // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+ self.iflags = IFLAG_ORIGIN;
+
+ InterpolateOrigin_Undo();
+
+ 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;
+ setattachment(flash, self, "");
+ setorigin(flash, '0 0 0');
+
+ self.beam_muzzleentity = flash;
+ }
else
- WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+ {
+ flash = self.beam_muzzleentity;
+ }
+
+ if(sf & 1) // settings information
+ {
+ 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(sf & 2) // 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 & 4) // want/aim direction
+ {
+ self.v_angle_x = ReadCoord();
+ self.v_angle_y = ReadCoord();
+ self.v_angle_z = ReadCoord();
+ }
+
+ if(sf & 8) // beam direction
+ {
+ self.angles_x = ReadCoord();
+ self.angles_y = ReadCoord();
+ self.angles_z = ReadCoord();
+ }
+
+ if(sf & 16) // 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;
+ }
+ case ARC_BT_BURST_HIT:
+ {
+ self.beam_color = '1 0 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;
+ }
+
+ // shouldn't be possible, but lets make it colorful if it does :D
+ default:
+ {
+ self.beam_color = randomvec();
+ self.beam_alpha = 1;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = FALSE;
+ 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;
+ }
+ }
+ }
+
+ InterpolateOrigin_Note();
+
+ #if 0
+ printf(
+ "Ent_ReadArcBeam(%d): sf = %d, start = %s, want = %s, dir = %s, type = %d\n",
+ isnew,
+ sf,
+ vtos(self.beam_start),
+ vtos(self.v_angle),
+ vtos(self.angles),
+ self.beam_type
+ );
+ #endif
}
+