/* 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",
.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
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)
{
if(self != self.owner.arc_beam)
||
self.owner.deadflag != DEAD_NO
||
- (!self.owner.BUTTON_ATCK && !self.beam_bursting)
+ (!self.owner.BUTTON_ATCK /* FIXME(Samual): && !self.beam_bursting */)
||
self.owner.freezetag_frozen
)
{
- #if 0
- // is this needed? I thought this is changed to world when removed ANYWAY
if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
- #endif
entity oldself = self;
self = self.owner;
if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
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)
{
}
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);
-
- // WEAPONTODO: Apparently, normalize is not the correct function to use here...
- // Figure out how this actually should work.
- 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)
);
+ // 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"
||
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),
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;
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)
{
}
#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)
{
}
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:
{
}
#endif
#ifdef CSQC
-
-.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;
-.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);
+ // 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 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);
+
+ 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(
beam.beam_alpha
);
R_PolygonVertex(
- Draw_ArcBeam_callback_last_top,
+ 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(
- Draw_ArcBeam_callback_last_bottom,
+ last_bottom,
'0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
beam.beam_color,
beam.beam_alpha
// set up for the next
Draw_ArcBeam_callback_last_thickness = thickness;
- Draw_ArcBeam_callback_last_top = top;
- Draw_ArcBeam_callback_last_bottom = bottom;
+ 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)
// into a weapon system for client code.
// find where we are aiming
- makevectors(view_angles);
+ 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 = view_origin; }
+ { start_pos = warpzone_save_view_origin; }
else
{ start_pos = self.origin; }
// trace forward with an estimation
WarpZone_TraceLine(
start_pos,
- start_pos + view_forward * self.beam_range,
+ start_pos + 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;
+ vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
// un-adjust trueaim if shotend is too close
- if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
- shothitpos = view_origin + (view_forward * g_trueaim_minrange);
+ 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 =
- view_forward * self.beam_shotorigin_x
- + view_right * -self.beam_shotorigin_y
- + view_up * self.beam_shotorigin_z;
+ 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(shothitpos - start_pos);
+ wantdir = normalize(end_pos - start_pos);
if(!self.beam_initialized)
{
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);
+ self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
}
else
{
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));
+ 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_bottom = start_pos;
vector last_origin = start_pos;
+ vector original_start_pos = 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);
-
- // WEAPONTODO: Apparently, normalize is not the correct function to use here...
- // Figure out how this actually should work.
- 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;
+ vector new_origin = bezier_quadratic_getpoint(
+ start_pos,
+ beam_controlpoint,
+ beam_endpos,
+ i / segments);
WarpZone_TraceBox_ThroughZone(
last_origin,
Draw_ArcBeam_callback
);
- //printf("segment: %d, warpzone transform: %d\n", i, (WarpZone_trace_transform != world));
-
- // WEAPONTODO:
- // Figure out some way to detect a collision with geometry with callback...
- // That way we can know when we are done drawing the beam and skip
- // the rest of the segments without breaking warpzone support.
-
- last_origin = WarpZone_TransformOrigin(WarpZone_trace_transform, new_origin);
- beam_endpos_estimate = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos_estimate);
+ // 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; }
}
- // startpoint and endpoint drawn visual effects
+ // 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,
{
pointparticles(
self.beam_muzzleeffect,
- start_pos + wantdir * 20,
+ original_start_pos + wantdir * 20,
wantdir * 1000,
frametime * 0.1
);
if(self.beam_muzzlelight[0])
{
adddynamiclight(
- start_pos + wantdir * 20,
+ original_start_pos + wantdir * 20,
self.beam_muzzlelight[0],
vec3(
self.beam_muzzlelight[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';
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');
}
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: