]> 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 5558d8b94090f96948d54066ceef7e352d89f53c..3a52f85e26f01bce8e3813fa5786d6b22572145c 100644 (file)
@@ -362,22 +362,113 @@ void Net_ReadShockwaveParticle()
        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;
-void Draw_ArcBeam()
+
+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)
 {
-       if(self.teleport_time)
-       if(time > self.teleport_time)
+       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
        {
-               sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM); // safeguard
-               self.teleport_time = 0;
+               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 Draw_ArcBeam()
+{
        InterpolateOrigin_Do();
 
        // origin = beam starting origin
@@ -388,9 +479,16 @@ void Draw_ArcBeam()
        vector wantdir; //= view_forward;
        vector beamdir; //= self.beam_dir;
 
+       float segments;
        if(self.beam_usevieworigin)
        {
-               // find *exactly* where we are aiming
+               // 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
@@ -413,8 +511,8 @@ void Draw_ArcBeam()
                view_up = vu;
 
                // un-adjust trueaim if shotend is too close
-               if(vlen(shothitpos - view_origin) < cvar("g_trueaim_minrange"))
-                       shothitpos = view_origin + (view_forward * cvar("g_trueaim_minrange"));
+               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;
@@ -429,6 +527,8 @@ void Draw_ArcBeam()
                        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);
@@ -447,10 +547,47 @@ void Draw_ArcBeam()
                        // 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
 
-               // finally, set the beam direction which the rest of the code will refer to
+               // 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
        {
@@ -458,157 +595,203 @@ void Draw_ArcBeam()
                start_pos = self.origin;
                wantdir = self.v_angle;
                beamdir = self.angles;
-       }
 
-       setorigin(self, start_pos);
+               // 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;
 
-       vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
+                       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;
 
-       float i;
-       float segments = 20; // todo: calculate this in a similar way to server does
-       float maxthickness = 8;
-
-       vector beamrgb;
-       float beamalpha;
-       float thickness;
-
-       /*
-       #define ARC_BT_MISS        0
-       #define ARC_BT_WALL        1
-       #define ARC_BT_HEAL        2
-       #define ARC_BT_HIT         3
-       #define ARC_BT_BURST_MISS  10
-       #define ARC_BT_BURST_WALL  11
-       #define ARC_BT_BURST_HEAL  12
-       #define ARC_BT_BURST_HIT   13
-       */
-
-       switch(self.beam_type)
-       {
-               case ARC_BT_MISS:        beamrgb = '-1 -1 1';    beamalpha = 0.5;  thickness = 8; break;
-               case ARC_BT_WALL:        beamrgb = '0.5 0.5 1';  beamalpha = 0.5;  thickness = 8; break;
-               case ARC_BT_HEAL:        beamrgb = '0 1 0';      beamalpha = 0.5;  thickness = 8; break;
-               case ARC_BT_HIT:         beamrgb = '1 0 1';      beamalpha = 0.5;  thickness = 8; break;
-               case ARC_BT_BURST_MISS:  beamrgb = '-1 -1 1';    beamalpha = 0.5;  thickness = 14; break;
-               case ARC_BT_BURST_WALL:  beamrgb = '0.5 0.5 1';  beamalpha = 0.5;  thickness = 14; break;
-               case ARC_BT_BURST_HEAL:  beamrgb = '0 1 0';      beamalpha = 0.5;  thickness = 14; break;
-               case ARC_BT_BURST_HIT:   beamrgb = '1 0 1';      beamalpha = 0.5;  thickness = 14; break;
-
-               // shouldn't be possible...
-               default: beamrgb = '1 1 1'; beamalpha = 1; thickness = 4; break;
+                       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
        }
 
-       printf("beam type: %d\n", self.beam_type); 
-
-       vector thickdir = normalize(cross(beamdir, view_origin - start_pos));
+       setorigin(self, start_pos);
+       self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
 
-       vector last_origin = start_pos;
+       vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
 
-       float lastthickness = 0;
+       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_top = start_pos + (thickdir * lastthickness);
-       vector last_bottom = start_pos - (thickdir * lastthickness);
+       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 = (i/segments);
+               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);
 
-               WarpZone_TraceLine(
+               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,
-                       self
+                       world,
+                       world,
+                       Draw_ArcBeam_callback
                );
 
-               vector hitorigin;
-
-               // draw segment
-               if(trace_fraction != 1)
-               {
-                       // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
-                       hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
-               }
-               else
-               {
-                       hitorigin = new_origin;
-               }
-
-               #if 0
-               float falloff = ExponentialFalloff(
-                       WEP_CVAR(arc, beam_falloff_mindist),
-                       WEP_CVAR(arc, beam_falloff_maxdist),
-                       WEP_CVAR(arc, beam_falloff_halflifedist),
-                       vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - start_pos)
-               );
-               #else
-               //float falloff = 1;
-               #endif
-
-               vector top    = hitorigin + (thickdir * thickness);
-               vector bottom = hitorigin - (thickdir * thickness);
-
-               R_BeginPolygon("particles/lgbeam", DRAWFLAG_NORMAL);
-               R_PolygonVertex(top,         '0 0.5 0' + ('0 0.5 0' * (thickness / maxthickness)),     beamrgb, beamalpha);
-               R_PolygonVertex(last_top,    '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)), beamrgb, beamalpha);
-               R_PolygonVertex(last_bottom, '0 0.5 0' * (1 - (lastthickness / maxthickness)),         beamrgb, beamalpha);
-               R_PolygonVertex(bottom,      '0 0.5 0' * (1 - (thickness / maxthickness)),             beamrgb, beamalpha);
-               R_EndPolygon();
-
-               // draw collision effect
-               if(trace_fraction != 1)
+               // 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
                {
-                       #if 0
-                       switch(self.beam_type)
-                       {
-                               //case ARC_BT_MISS: te_customflash(hitorigin, 40, 5, '1 1 0'); break;
-                               case ARC_BT_WALL: te_customflash(hitorigin, 40, 2, '0 0 1'); break;
-                               case ARC_BT_HIT:  te_customflash(hitorigin, 80, 5, '1 0 0'); break;
-                               //case ARC_BT_MISS: te_customflash(hitorigin, 80, 5, '0 1 0'); break;
-                               default: te_customflash(hitorigin, 40, 2, '0 1 0'); break;
-                       }
-                       #endif
-                       pointparticles(particleeffectnum("electro_lightning"), hitorigin, beamdir * -1, frametime * 2);
-                       break; // we're done with drawing this frame
-               }
-               else
-               {
-                       last_origin = new_origin; // continue onto the next segment
-                       last_top = top;
-                       last_bottom = bottom;
-                       lastthickness = thickness;
+                       // 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(trace_fraction == 1)
+       if(self.beam_hiteffect)
+       {
+               pointparticles(self.beam_hiteffect, last_origin, beamdir * -1, frametime * 2);
+       }
+       if(self.beam_hitlight[0])
        {
-               // do end of beam effect here
+               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])
+       {
+               adddynamiclight(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_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 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;
 
        // 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
+       {
+               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
@@ -616,25 +799,23 @@ void Ent_ReadArcBeam(float isnew)
                self.origin_x = ReadCoord();
                self.origin_y = ReadCoord();
                self.origin_z = ReadCoord();
-               setorigin(self, self.origin);
-               self.beam_usevieworigin = 0;
-               //WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
        }
-       else // infer the location from player location
+       else if(self.beam_usevieworigin) // infer the location from player location
        {
-               if(autocvar_chase_active) // use player origin so that third person display still works
+               if(self.beam_usevieworigin == 2)
                {
-                       self.beam_usevieworigin = 1;
-                       self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+                       // use view origin
+                       self.origin = view_origin;
                }
-               else // use view origin
+               else
                {
-                       self.beam_usevieworigin = 2;
-                       self.origin = view_origin; // note that this is only necessary for the sound to be properly located
+                       // 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);
        }
 
+       setorigin(self, self.origin);
+
        if(sf & 4) // want/aim direction
        {
                self.v_angle_x = ReadCoord();
@@ -652,27 +833,221 @@ void Ent_ReadArcBeam(float isnew)
        if(sf & 16) // beam type
        {
                self.beam_type = ReadByte();
-       }
-
-       InterpolateOrigin_Note();
-
-       if(isnew || !self.teleport_time)
-       {
-               // 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];
+               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;
+                       }
 
-               // 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);
+                       // 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;
+                       }
+               }
        }
 
-       self.teleport_time = time + 10;
+       InterpolateOrigin_Note();
 
        #if 0
        printf(