]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/particles.qc
Add _hitlight and _muzzlelight functionality, rename muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / particles.qc
index 00343a432d30d431f8a9f7de4a2acd274b507680..3a52f85e26f01bce8e3813fa5786d6b22572145c 100644 (file)
@@ -225,80 +225,840 @@ void Ent_RainOrSnow()
                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
 }
+