/* flags */ WEP_FLAG_NORMAL,
/* rating */ BOT_PICKUP_RATING_HIGH,
/* color */ '1 1 1',
-/* modelname */ "hlac",
+/* modelname */ "arc",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairhlac 0.7",
/* wepimg */ "weaponhlac",
w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifndef MENUQC
+#define ARC_MAX_SEGMENTS 20
vector arc_shotorigin[4];
.vector beam_start;
.vector beam_dir;
.vector beam_wantdir;
.float beam_type;
+
#define ARC_BT_MISS 0
#define ARC_BT_WALL 1
#define ARC_BT_HEAL 2
#define ARC_BT_BURST_HEAL 12
#define ARC_BT_BURST_HIT 13
#define ARC_BT_BURSTMASK 10
+
+#define ARC_SF_SETTINGS 1
+#define ARC_SF_START 2
+#define ARC_SF_WANTDIR 4
+#define ARC_SF_BEAMDIR 8
+#define ARC_SF_BEAMTYPE 16
+#define ARC_SF_LOCALMASK 14
#endif
#ifdef SVQC
-#define ARC_MAX_SEGMENTS 20
ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity arc_beam;
.float BUTTON_ATCK_prev; // for better animation control
.float beam_prev;
.float beam_initialized;
.float beam_bursting;
+.float beam_teleporttime;
+#endif
+#ifdef CSQC
+void Ent_ReadArcBeam(float isnew);
+
+.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_degreespersegment;
+.float beam_distancepersegment;
+.float beam_usevieworigin;
+.float beam_initialized;
+.float beam_maxangle;
+.float beam_range;
+.float beam_returnspeed;
+.float beam_tightness;
+.vector beam_shotorigin;
+
+entity Draw_ArcBeam_callback_entity;
+float Draw_ArcBeam_callback_last_thickness;
+vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
+vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
#endif
#else
#ifdef SVQC
// it always figures this information out for itself with csqc code.
// - Spectating the owner also truncates this information.
float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
- if(drawlocal)
- {
- #if 0
- sf &= ~2;
- sf &= ~4;
- sf &= ~8;
- #else
- sf &= ~14;
- #endif
- }
+ if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
WriteByte(MSG_ENTITY, sf);
- if(sf & 1) // settings information
+ if(sf & ARC_SF_SETTINGS) // settings information
{
+ WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
+ WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
WriteByte(MSG_ENTITY, drawlocal);
}
- if(sf & 2) // starting location
+ if(sf & ARC_SF_START) // starting location
{
WriteCoord(MSG_ENTITY, self.beam_start_x);
WriteCoord(MSG_ENTITY, self.beam_start_y);
WriteCoord(MSG_ENTITY, self.beam_start_z);
}
- if(sf & 4) // want/aim direction
+ if(sf & ARC_SF_WANTDIR) // want/aim direction
{
WriteCoord(MSG_ENTITY, self.beam_wantdir_x);
WriteCoord(MSG_ENTITY, self.beam_wantdir_y);
WriteCoord(MSG_ENTITY, self.beam_wantdir_z);
}
- if(sf & 8) // beam direction
+ if(sf & ARC_SF_BEAMDIR) // beam direction
{
WriteCoord(MSG_ENTITY, self.beam_dir_x);
WriteCoord(MSG_ENTITY, self.beam_dir_y);
WriteCoord(MSG_ENTITY, self.beam_dir_z);
}
- if(sf & 16) // beam type
+ if(sf & ARC_SF_BEAMTYPE) // beam type
{
WriteByte(MSG_ENTITY, self.beam_type);
}
return TRUE;
}
+void Reset_ArcBeam(entity player, vector forward)
+{
+ if (!player.arc_beam) {
+ return;
+ }
+ player.arc_beam.beam_dir = forward;
+ player.arc_beam.beam_teleporttime = time;
+}
+
void W_Arc_Beam_Think(void)
{
- float i, burst = 0;
if(self != self.owner.arc_beam)
{
remove(self);
return;
}
- if((self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || (!self.owner.BUTTON_ATCK && !self.beam_bursting) || self.owner.freezetag_frozen)
+
+ if(
+ (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ ||
+ self.owner.deadflag != DEAD_NO
+ ||
+ (!self.owner.BUTTON_ATCK /* FIXME(Samual): && !self.beam_bursting */)
+ ||
+ self.owner.freezetag_frozen
+ )
{
- if(self == self.owner.arc_beam) { self.owner.arc_beam = world; } // is this needed? I thought this is changed to world when removed ANYWAY
+ if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
entity oldself = self;
self = self.owner;
if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
return;
}
+ float burst = 0;
if(self.owner.BUTTON_ATCK2 || self.beam_bursting)
{
if(!self.beam_bursting)
burst = ARC_BT_BURSTMASK;
}
- // decrease ammo // todo: support burst ammo
- float dt = frametime;
+ // decrease ammo
+ float coefficient = frametime;
if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
{
float rootammo;
if(rootammo)
{
- dt = min(dt, self.owner.WEP_AMMO(ARC) / rootammo);
+ coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
}
}
makevectors(self.owner.v_angle);
- W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR(arc, beam_damage) * dt, WEP_CVAR(arc, beam_range));
+ W_SetupShot_Range(
+ self.owner,
+ TRUE,
+ 0,
+ "",
+ 0,
+ WEP_CVAR(arc, beam_damage) * coefficient,
+ WEP_CVAR(arc, beam_range)
+ );
+
+ // After teleport, "lock" the beam until the teleport is confirmed.
+ if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
+ w_shotdir = self.beam_dir;
+ }
// network information: shot origin and want/aim direction
if(self.beam_start != w_shotorg)
{
- self.SendFlags |= 2;
+ self.SendFlags |= ARC_SF_START;
self.beam_start = w_shotorg;
}
if(self.beam_wantdir != w_shotdir)
{
- self.SendFlags |= 4;
+ self.SendFlags |= ARC_SF_WANTDIR;
self.beam_wantdir = w_shotdir;
}
if(!self.beam_initialized)
{
- #ifdef ARC_DEBUG
- for(i = 0; i < ARC_MAX_SEGMENTS; ++i)
- self.lg_ents[i] = spawn();
- #endif
-
self.beam_dir = w_shotdir;
self.beam_initialized = TRUE;
}
float segments;
if(self.beam_dir != w_shotdir)
{
- float angle = ceil(vlen(w_shotdir - self.beam_dir) * RAD2DEG);
- float anglelimit;
+ // calculate how much we're going to move the end of the beam to the want position
+ // 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?
+ float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
{
// if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
- anglelimit = min(WEP_CVAR(arc, beam_maxangle) / angle, 1);
+ float blendfactor = bound(
+ 0,
+ (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
+ min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
+ );
+ self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
}
else
{
// the radius is not too far yet, no worries :D
- anglelimit = 1;
+ float blendfactor = bound(
+ 0,
+ (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
+ 1
+ );
+ self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
}
- // calculate how much we're going to move the end of the beam to the want position
- float blendfactor = bound(0, anglelimit * (1 - (WEP_CVAR(arc, beam_returnspeed) * dt)), 1);
- self.beam_dir = normalize((w_shotdir * (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);
-
// network information: beam direction
- self.SendFlags |= 8;
+ self.SendFlags |= ARC_SF_BEAMDIR;
// 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 );
+ max_allowed_segments = min(
+ ARC_MAX_SEGMENTS,
+ 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
+ );
}
- else
+ else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+ if(WEP_CVAR(arc, beam_degreespersegment))
{
- segments = 1;
+ segments = bound(
+ 1,
+ (
+ min(
+ angle,
+ WEP_CVAR(arc, beam_maxangle)
+ )
+ /
+ WEP_CVAR(arc, beam_degreespersegment)
+ ),
+ max_allowed_segments
+ );
}
+ else { segments = 1; }
}
- else
- {
- segments = 1;
- }
+ else { segments = 1; }
- vector beam_endpos_estimate = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+ vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+ vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
+ float i;
float new_beam_type = 0;
vector last_origin = w_shotorg;
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) + WEP_CVAR(arc, beam_tightness), 1);
- float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
-
- vector new_dir = normalize( (w_shotdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) );
- vector new_origin = last_origin + (new_dir * segmentdist);
+ vector new_origin = bezier_quadratic_getpoint(
+ w_shotorg,
+ beam_controlpoint,
+ beam_endpos,
+ i / segments);
+ vector new_dir = normalize(new_origin - last_origin);
WarpZone_traceline_antilag(
self.owner,
ANTILAG_LATENCY(self.owner)
);
- float is_player = (trace_ent.classname == "player" || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
+ // Do all the transforms for warpzones right now, as we already
+ // "are" in the post-trace system (if we hit a player, that's
+ // always BEHIND the last passed wz).
+ last_origin = trace_endpos;
+ w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
+ beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
+ beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
+ new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
+
+ float is_player = (
+ trace_ent.classname == "player"
+ ||
+ trace_ent.classname == "body"
+ ||
+ (trace_ent.flags & FL_MONSTER)
+ );
+
if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
{
// calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
- vector hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
+ // NO. trace_endpos should be just fine. If not,
+ // that's an engine bug that needs proper debugging.
+ vector hitorigin = trace_endpos;
float falloff = ExponentialFalloff(
WEP_CVAR(arc, beam_falloff_mindist),
if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
{
- trace_ent.health = min(trace_ent.health + (roothealth * dt), WEP_CVAR(arc, beam_healing_hmax));
+ trace_ent.health = min(
+ trace_ent.health + (roothealth * coefficient),
+ WEP_CVAR(arc, beam_healing_hmax)
+ );
}
if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
{
- trace_ent.armorvalue = min(trace_ent.armorvalue + (rootarmor * dt), WEP_CVAR(arc, beam_healing_amax));
+ trace_ent.armorvalue = min(
+ trace_ent.armorvalue + (rootarmor * coefficient),
+ WEP_CVAR(arc, beam_healing_amax)
+ );
}
// stop rot, set visual effect
if(roothealth || rootarmor)
{
- trace_ent.pauserothealth_finished = max(trace_ent.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
- trace_ent.pauserotarmor_finished = max(trace_ent.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
+ trace_ent.pauserothealth_finished = max(
+ trace_ent.pauserothealth_finished,
+ time + autocvar_g_balance_pause_health_rot
+ );
+ trace_ent.pauserotarmor_finished = max(
+ trace_ent.pauserotarmor_finished,
+ time + autocvar_g_balance_pause_armor_rot
+ );
new_beam_type = ARC_BT_HEAL;
}
}
self.owner,
WEP_ARC,
0,
- rootdamage * dt * falloff
+ rootdamage * coefficient * falloff
);
}
trace_ent,
self.owner,
self.owner,
- rootdamage * dt * falloff,
+ rootdamage * coefficient * falloff,
WEP_ARC,
hitorigin,
- WEP_CVAR(arc, beam_force) * new_dir * dt * falloff
+ WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
);
new_beam_type = ARC_BT_HIT;
new_beam_type = ARC_BT_WALL;
break;
}
- else
- {
- last_origin = new_origin;
- }
}
+ // te_explosion(trace_endpos);
+
// if we're bursting, use burst visual effects
new_beam_type += burst;
// network information: beam type
if(new_beam_type != self.beam_type)
{
- self.SendFlags |= 16;
+ self.SendFlags |= ARC_SF_BEAMTYPE;
self.beam_type = new_beam_type;
}
self.nextthink = time;
}
-// Attack functions =========================
void W_Arc_Beam(float burst)
{
+ // FIXME(Samual): remove this when overheat and burst work.
+ if (burst)
+ {
+ centerprint(self, "^4NOTE:^7 Arc burst (secondary) is not implemented yet.");
+ }
+
// only play fire sound if 1 sec has passed since player let go the fire button
if(time - self.beam_prev > 1)
{
case WR_AIM:
{
if(WEP_CVAR(arc, beam_botaimspeed))
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(arc, beam_botaimspeed), 0, WEP_CVAR(arc, beam_botaimlifetime), FALSE);
+ {
+ self.BUTTON_ATCK = bot_aim(
+ WEP_CVAR(arc, beam_botaimspeed),
+ 0,
+ WEP_CVAR(arc, beam_botaimlifetime),
+ FALSE
+ );
+ }
else
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+ {
+ self.BUTTON_ATCK = bot_aim(
+ 1000000,
+ 0,
+ 0.001,
+ FALSE
+ );
+ }
return TRUE;
}
case WR_THINK:
}
#endif
- if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting)
+ if(self.BUTTON_ATCK || self.BUTTON_ATCK2 /* FIXME(Samual): || self.arc_beam.beam_bursting */)
{
- if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
- /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+ if(self.BUTTON_ATCK_prev)
+ {
+ #if 0
+ if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
- else*/
+ else
+ #endif
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ }
if((!self.arc_beam) || wasfreed(self.arc_beam))
{
precache_model("models/weapons/g_arc.md3");
precache_model("models/weapons/v_arc.md3");
precache_model("models/weapons/h_arc.iqm");
- precache_sound("weapons/arc_fire.wav");
- precache_sound("weapons/arc_fire2.wav");
- precache_sound("weapons/arc_impact.wav");
+ precache_sound("weapons/lgbeam_fire.wav");
if(!arc_shotorigin[0])
{
arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
}
case WR_CHECKAMMO1:
{
- //printf("beam_ammo: %f, wep_ammo: %f, result: %d\n", WEP_CVAR(arc, beam_ammo), self.WEP_AMMO(ARC), ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0)));
return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
}
case WR_CHECKAMMO2:
{
- return ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
+ // arc currently has no secondary attack
+ return FALSE;
+ //return ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
}
case WR_CONFIG:
{
return WEAPON_ELECTRO_MURDER_BOLT;
}
}
- case WR_RESETPLAYER:
- {
- //self.arc_secondarytime = time;
- return TRUE;
- }
}
return FALSE;
}
#endif
#ifdef CSQC
+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);
+
+ // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
+ // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
+ 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 = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
+ vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
+
+ 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 = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
+ Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
+}
+
+void Reset_ArcBeam(void)
+{
+ entity e;
+ for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
+ e.beam_initialized = FALSE;
+ }
+ for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
+ e.beam_initialized = FALSE;
+ }
+}
+
+void Draw_ArcBeam(void)
+{
+ if(!self.beam_usevieworigin)
+ {
+ 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(warpzone_save_view_angles);
+ vector forward = v_forward;
+ vector right = v_right;
+ vector up = v_up;
+
+ // decide upon start position
+ if(self.beam_usevieworigin == 2)
+ { start_pos = warpzone_save_view_origin; }
+ else
+ { start_pos = self.origin; }
+
+ // trace forward with an estimation
+ WarpZone_TraceLine(
+ start_pos,
+ start_pos + forward * self.beam_range,
+ MOVE_NOMONSTERS,
+ self
+ );
+
+ // untransform in case our trace went through a warpzone
+ vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+
+ // un-adjust trueaim if shotend is too close
+ if(vlen(end_pos - start_pos) < g_trueaim_minrange)
+ end_pos = start_pos + (forward * g_trueaim_minrange);
+
+ // move shot origin to the actual gun muzzle origin
+ vector origin_offset =
+ right * -self.beam_shotorigin_y
+ + up * self.beam_shotorigin_z;
+
+ start_pos = start_pos + origin_offset;
+
+ // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
+ traceline(start_pos, start_pos + forward * self.beam_shotorigin_x, MOVE_NORMAL, self);
+ start_pos = trace_endpos;
+
+ // calculate the aim direction now
+ wantdir = normalize(end_pos - start_pos);
+
+ if(!self.beam_initialized)
+ {
+ self.beam_dir = wantdir;
+ self.beam_initialized = TRUE;
+ }
+
+ if(self.beam_dir != wantdir)
+ {
+ // calculate how much we're going to move the end of the beam to the want position
+ // 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?
+ float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
+ if(angle && (angle > self.beam_maxangle))
+ {
+ // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
+ float blendfactor = bound(
+ 0,
+ (1 - (self.beam_returnspeed * frametime)),
+ min(self.beam_maxangle / angle, 1)
+ );
+ self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ }
+ else
+ {
+ // the radius is not too far yet, no worries :D
+ float blendfactor = bound(
+ 0,
+ (1 - (self.beam_returnspeed * frametime)),
+ 1
+ );
+ self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ }
+
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(self.beam_distancepersegment)
+ {
+ max_allowed_segments = min(
+ ARC_MAX_SEGMENTS,
+ 1 + (vlen(wantdir / self.beam_distancepersegment))
+ );
+ }
+ else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+ if(self.beam_degreespersegment)
+ {
+ segments = bound(
+ 1,
+ (
+ min(
+ angle,
+ self.beam_maxangle
+ )
+ /
+ self.beam_degreespersegment
+ ),
+ max_allowed_segments
+ );
+ }
+ else { segments = 1; }
+ }
+ else { segments = 1; }
+
+ // set the beam direction which the rest of the code will refer to
+ beamdir = self.beam_dir;
+
+ // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
+ self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
+ }
+ else
+ {
+ // set the values from the provided info from the networked entity
+ start_pos = self.origin;
+ wantdir = self.v_angle;
+ beamdir = self.angles;
+
+ if(beamdir != wantdir)
+ {
+ float angle = vlen(wantdir - beamdir) * RAD2DEG;
+
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(self.beam_distancepersegment)
+ {
+ max_allowed_segments = min(
+ ARC_MAX_SEGMENTS,
+ 1 + (vlen(wantdir / self.beam_distancepersegment))
+ );
+ }
+ else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+ if(self.beam_degreespersegment)
+ {
+ segments = bound(
+ 1,
+ (
+ min(
+ angle,
+ self.beam_maxangle
+ )
+ /
+ self.beam_degreespersegment
+ ),
+ max_allowed_segments
+ );
+ }
+ else { segments = 1; }
+ }
+ else { segments = 1; }
+ }
+
+ setorigin(self, start_pos);
+ self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+
+ vector beam_endpos = (start_pos + (beamdir * self.beam_range));
+ vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
+
+ Draw_ArcBeam_callback_entity = self;
+ Draw_ArcBeam_callback_last_thickness = 0;
+ Draw_ArcBeam_callback_last_top = start_pos;
+ Draw_ArcBeam_callback_last_bottom = start_pos;
+
+ vector last_origin = start_pos;
+ vector original_start_pos = start_pos;
+
+ float i;
+ for(i = 1; i <= segments; ++i)
+ {
+ // WEAPONTODO (client):
+ // In order to do nice fading and pointing on the starting segment, we must always
+ // have that drawn as a separate triangle... However, that is difficult to do when
+ // keeping in mind the above problems and also optimizing the amount of segments
+ // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
+
+ vector new_origin = bezier_quadratic_getpoint(
+ start_pos,
+ beam_controlpoint,
+ beam_endpos,
+ i / segments);
+
+ WarpZone_TraceBox_ThroughZone(
+ last_origin,
+ '0 0 0',
+ '0 0 0',
+ new_origin,
+ MOVE_NORMAL,
+ world,
+ world,
+ Draw_ArcBeam_callback
+ );
+
+ // Do all the transforms for warpzones right now, as we already "are" in the post-trace
+ // system (if we hit a player, that's always BEHIND the last passed wz).
+ last_origin = trace_endpos;
+ start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
+ beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
+ beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
+ beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
+ Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
+ Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
+
+ if(trace_fraction < 1) { break; }
+ }
+
+ // visual effects for startpoint and endpoint
+ if(self.beam_hiteffect)
+ {
+ // FIXME we really should do this on the server so it actually
+ // matches gameplay. What this client side stuff is doing is no
+ // more than guesswork.
+ pointparticles(
+ self.beam_hiteffect,
+ last_origin,
+ beamdir * -1,
+ frametime * 2
+ );
+ }
+ if(self.beam_hitlight[0])
+ {
+ adddynamiclight(
+ last_origin,
+ self.beam_hitlight[0],
+ vec3(
+ self.beam_hitlight[1],
+ self.beam_hitlight[2],
+ self.beam_hitlight[3]
+ )
+ );
+ }
+ if(self.beam_muzzleeffect)
+ {
+ pointparticles(
+ self.beam_muzzleeffect,
+ original_start_pos + wantdir * 20,
+ wantdir * 1000,
+ frametime * 0.1
+ );
+ }
+ if(self.beam_muzzlelight[0])
+ {
+ adddynamiclight(
+ original_start_pos + wantdir * 20,
+ self.beam_muzzlelight[0],
+ vec3(
+ self.beam_muzzlelight[1],
+ self.beam_muzzlelight[2],
+ self.beam_muzzlelight[3]
+ )
+ );
+ }
+
+ // cleanup
+ Draw_ArcBeam_callback_entity = world;
+ Draw_ArcBeam_callback_last_thickness = 0;
+ Draw_ArcBeam_callback_last_top = '0 0 0';
+ Draw_ArcBeam_callback_last_bottom = '0 0 0';
+}
+
+void Remove_ArcBeam(void)
+{
+ remove(self.beam_muzzleentity);
+ sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+}
+
+void Ent_ReadArcBeam(float isnew)
+{
+ float sf = ReadByte();
+ entity flash;
+
+ if(isnew)
+ {
+ // calculate shot origin offset from gun alignment
+ float gunalign = autocvar_cl_gunalign;
+ if(gunalign != 1 && gunalign != 2 && gunalign != 4)
+ gunalign = 3; // default value
+ --gunalign;
+
+ self.beam_shotorigin = arc_shotorigin[gunalign];
+
+ // set other main attributes of the beam
+ self.draw = Draw_ArcBeam;
+ self.entremove = Remove_ArcBeam;
+ sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+
+ flash = spawn();
+ flash.owner = self;
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+ flash.drawmask = MASK_NORMAL;
+ flash.solid = SOLID_NOT;
+ flash.avelocity_z = 5000;
+ setattachment(flash, self, "");
+ setorigin(flash, '0 0 0');
+
+ self.beam_muzzleentity = flash;
+ }
+ else
+ {
+ flash = self.beam_muzzleentity;
+ }
+
+ if(sf & ARC_SF_SETTINGS) // settings information
+ {
+ self.beam_degreespersegment = ReadShort();
+ self.beam_distancepersegment = ReadShort();
+ self.beam_maxangle = ReadShort();
+ self.beam_range = ReadCoord();
+ self.beam_returnspeed = ReadShort();
+ self.beam_tightness = (ReadByte() / 10);
+
+ if(ReadByte())
+ {
+ if(autocvar_chase_active)
+ { self.beam_usevieworigin = 1; }
+ else // use view origin
+ { self.beam_usevieworigin = 2; }
+ }
+ else
+ {
+ self.beam_usevieworigin = 0;
+ }
+ }
+
+ if(!self.beam_usevieworigin)
+ {
+ // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+ self.iflags = IFLAG_ORIGIN;
+
+ InterpolateOrigin_Undo();
+ }
+
+ if(sf & ARC_SF_START) // starting location
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ }
+ else if(self.beam_usevieworigin) // infer the location from player location
+ {
+ if(self.beam_usevieworigin == 2)
+ {
+ // use view origin
+ self.origin = view_origin;
+ }
+ else
+ {
+ // use player origin so that third person display still works
+ self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+ }
+ }
+
+ setorigin(self, self.origin);
+
+ if(sf & ARC_SF_WANTDIR) // want/aim direction
+ {
+ self.v_angle_x = ReadCoord();
+ self.v_angle_y = ReadCoord();
+ self.v_angle_z = ReadCoord();
+ }
+
+ if(sf & ARC_SF_BEAMDIR) // beam direction
+ {
+ self.angles_x = ReadCoord();
+ self.angles_y = ReadCoord();
+ self.angles_z = ReadCoord();
+ }
+
+ if(sf & ARC_SF_BEAMTYPE) // beam type
+ {
+ self.beam_type = ReadByte();
+ switch(self.beam_type)
+ {
+ case ARC_BT_MISS:
+ {
+ self.beam_color = '-1 -1 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
+ {
+ self.beam_color = '0.5 0.5 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; // particleeffectnum("grenadelauncher_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_HEAL:
+ {
+ self.beam_color = '0 1 0';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("healray_impact");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_HIT:
+ {
+ self.beam_color = '1 0 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = particleeffectnum("nex_beam");
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 20;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 0;
+ self.beam_hitlight[3] = 0;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 50;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 0;
+ self.beam_muzzlelight[3] = 0;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_MISS:
+ {
+ self.beam_color = '-1 -1 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_WALL:
+ {
+ self.beam_color = '0.5 0.5 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_HEAL:
+ {
+ self.beam_color = '0 1 0';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ 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;
+ }
+ }
+ }
+
+ if(!self.beam_usevieworigin)
+ {
+ InterpolateOrigin_Note();
+ }
+}
+
float W_Arc(float req)
{
switch(req)
}
case WR_INIT:
{
- precache_sound("weapons/arc_impact.wav");
- precache_sound("weapons/arc_impact_combo.wav");
+ precache_sound("weapons/lgbeam_fly.wav");
return TRUE;
}
case WR_ZOOMRETICLE: