-.float dphitcontentsmask;
-
-.float cnt; // effect number
-.vector velocity; // particle velocity
-.float waterlevel; // direction jitter
-.float count; // count multiplier
-.float impulse; // density
-.string noise; // sound
-.float atten;
-.float volume;
-.float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle
-.vector movedir; // trace direction
+#include "particles.qh"
void Draw_PointParticles()
{
for(i = random(); i <= n && fail <= 64*n; ++i)
{
p = o + self.mins;
- p_x += random() * sz_x;
- p_y += random() * sz_y;
- p_z += random() * sz_z;
+ p.x += random() * sz.x;
+ p.y += random() * sz.y;
+ p.z += random() * sz.z;
if(WarpZoneLib_BoxTouchesBrush(p, p, self, world))
{
if(self.movedir != '0 0 0')
void Ent_PointParticles()
{
- float f, i;
+ float i;
vector v;
- f = ReadByte();
+ int f = ReadByte();
if(f & 2)
{
i = ReadCoord(); // density (<0: point, >0: volume)
if(!self.absolute)
{
v = self.maxs - self.mins;
- self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube
+ self.impulse *= -v.x * v.y * v.z / 262144; // relative: particles per 64^3 cube
}
}
self.entremove = Ent_PointParticles_Remove;
}
-.float glow_color; // palette index
void Draw_Rain()
{
te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
{
vector shotorg, endpos;
float charge;
- shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
- endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
+ 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);
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()))
+ if (autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || 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);
}
-
-.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)
- {
- // 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_muzzleflash;
-.string beam_image;
-
-// WEAPONTODO: Add beam_hitlight and beam_muzzlelight which uses direct real time light control
-
-.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
- {
- 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
- // v_angle = wanted/aim direction
- // angles = current direction of beam
-
- vector start_pos;
- vector wantdir; //= view_forward;
- vector beamdir; //= self.beam_dir;
-
- float segments;
- if(self.beam_usevieworigin)
- {
- // 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;
-
- // 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;
-
- 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;
- }
- }
- 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_muzzleflash)
- {
- pointparticles(self.beam_muzzleflash, start_pos + wantdir * 20, wantdir * 1000, frametime * 0.1);
- }
-
- // 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
- {
- 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_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- 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_muzzleflash = FALSE; // particleeffectnum("grenadelauncher_muzzleflash");
- 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_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- 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_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- 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_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- 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_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- 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_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- 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_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- 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_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- 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
-}
-