]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_arc.qc
Fix some various issues with angle blending
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_arc.qc
index ed91cce1f65c031f1793b769e300eac1e506c837..a6b7fddbbf82ceceab8ed19bd6407d158acec1c8 100644 (file)
@@ -17,144 +17,479 @@ REGISTER_WEAPON(
 
 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, PRI,  animtime) \
-       w_cvar(id, sn, PRI,  damage) \
-       w_cvar(id, sn, PRI,  falloff_halflifedist) \
-       w_cvar(id, sn, PRI,  falloff_maxdist) \
-       w_cvar(id, sn, PRI,  falloff_mindist) \
-       w_cvar(id, sn, PRI,  force) \
-       w_cvar(id, sn, PRI,  range) \
-       w_cvar(id, sn, PRI,  refire) \
+       w_cvar(id, sn, NONE, beam_ammo) \
+       w_cvar(id, sn, NONE, beam_animtime) \
+       w_cvar(id, sn, NONE, beam_botaimspeed) \
+       w_cvar(id, sn, NONE, beam_botaimlifetime) \
+       w_cvar(id, sn, NONE, beam_damage) \
+       w_cvar(id, sn, NONE, beam_degreespersegment) \
+       w_cvar(id, sn, NONE, beam_distancepersegment) \
+       w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
+       w_cvar(id, sn, NONE, beam_falloff_maxdist) \
+       w_cvar(id, sn, NONE, beam_falloff_mindist) \
+       w_cvar(id, sn, NONE, beam_force) \
+       w_cvar(id, sn, NONE, beam_healing_amax) \
+       w_cvar(id, sn, NONE, beam_healing_aps) \
+       w_cvar(id, sn, NONE, beam_healing_hmax) \
+       w_cvar(id, sn, NONE, beam_healing_hps) \
+       w_cvar(id, sn, NONE, beam_maxangle) \
+       w_cvar(id, sn, NONE, beam_nonplayerdamage) \
+       w_cvar(id, sn, NONE, beam_range) \
+       w_cvar(id, sn, NONE, beam_refire) \
+       w_cvar(id, sn, NONE, beam_returnspeed) \
+       w_cvar(id, sn, NONE, beam_tightness) \
+       w_cvar(id, sn, NONE, burst_ammo) \
+       w_cvar(id, sn, NONE, burst_damage) \
+       w_cvar(id, sn, NONE, burst_healing_aps) \
+       w_cvar(id, sn, NONE, burst_healing_hps) \
        w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
        w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
        w_prop(id, sn, string, weaponreplace, weaponreplace) \
        w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifndef MENUQC
 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_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
+#define ARC_BT_BURSTMASK   10
 #endif
 #ifdef SVQC
+#define ARC_MAX_SEGMENTS 20
 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void ArcInit();
-.vector hook_start, hook_end; // used for beam
-.entity arc_beam; // used for beam
+.entity arc_beam;
 .float BUTTON_ATCK_prev; // for better animation control
-.float lg_fire_prev; // for better animation control
+.float beam_prev;
+.float beam_initialized;
+.float beam_bursting;
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_arc() { weapon_defaultspawnfunc(WEP_ARC); }
+void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
 
 float W_Arc_Beam_Send(entity to, float sf)
 {
        WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
-       sf = sf & 0x7F;
-       if(sound_allowed(MSG_BROADCAST, self.owner))
-               sf |= 0x80;
+
+       // Truncate information when this beam is displayed to the owner client
+       // - The owner client has no use for beam start position or directions,
+       //    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
+       }
+
        WriteByte(MSG_ENTITY, sf);
-       if(sf & 1)
+
+       if(sf & 1) // settings information
        {
-               WriteByte(MSG_ENTITY, num_for_edict(self.owner));
-               WriteCoord(MSG_ENTITY, WEP_CVAR_PRI(arc, range));
+               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, WEP_CVAR(arc, beam_tightness) * 10);
+
+               WriteByte(MSG_ENTITY, drawlocal);
+       }
+       if(sf & 2) // 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 & 2)
+       if(sf & 4) // want/aim direction
        {
-               WriteCoord(MSG_ENTITY, self.hook_start_x);
-               WriteCoord(MSG_ENTITY, self.hook_start_y);
-               WriteCoord(MSG_ENTITY, self.hook_start_z);
+               WriteCoord(MSG_ENTITY, self.beam_wantdir_x);
+               WriteCoord(MSG_ENTITY, self.beam_wantdir_y);
+               WriteCoord(MSG_ENTITY, self.beam_wantdir_z);
        }
-       if(sf & 4)
+       if(sf & 8) // beam direction
        {
-               WriteCoord(MSG_ENTITY, self.hook_end_x);
-               WriteCoord(MSG_ENTITY, self.hook_end_y);
-               WriteCoord(MSG_ENTITY, self.hook_end_z);
+               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
+       {
+               WriteByte(MSG_ENTITY, self.beam_type);
+       }
+
        return TRUE;
 }
 
-void W_Arc_Beam_Think()
+void W_Arc_Beam_Think(void)
 {
-       self.owner.lg_fire_prev = time;
-       if (self != self.owner.arc_beam)
+       if(self != self.owner.arc_beam)
        {
                remove(self);
                return;
        }
-       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || 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 && !self.beam_bursting)
+               ||
+               self.owner.freezetag_frozen
+       )
        {
-               if(self == self.owner.arc_beam)
-                       self.owner.arc_beam = world;
+               if(self == self.owner.arc_beam) { self.owner.arc_beam = world; } // is this needed? I thought this is changed to world when removed ANYWAY
+               entity oldself = self;
+               self = self.owner;
+               if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
+               {
+                       // note: this doesn't force the switch
+                       W_SwitchToOtherWeapon(self);
+               }
+               self = oldself;
                remove(self);
                return;
        }
 
-       self.nextthink = time;
-
-       makevectors(self.owner.v_angle);
+       float burst = 0;
+       if(self.owner.BUTTON_ATCK2 || self.beam_bursting)
+       {
+               if(!self.beam_bursting)
+                       self.beam_bursting = TRUE;
+               burst = ARC_BT_BURSTMASK;
+       }
 
-       float dt, f;
-       dt = frametime;
+       // decrease ammo
+       float coefficient = frametime;
        if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               if(WEP_CVAR_PRI(arc, ammo))
+               float rootammo;
+               if(burst)
+                       { rootammo = WEP_CVAR(arc, burst_ammo); }
+               else
+                       { rootammo = WEP_CVAR(arc, beam_ammo); }
+
+               if(rootammo)
                {
-                       dt = min(dt, self.owner.WEP_AMMO(ARC) / WEP_CVAR_PRI(arc, ammo));
-                       self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - WEP_CVAR_PRI(arc, ammo) * frametime);
+                       coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
+                       self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
                }
        }
 
-       W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR_PRI(arc, damage) * dt, WEP_CVAR_PRI(arc, range));
-       WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+       makevectors(self.owner.v_angle);
+
+       W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR(arc, beam_damage) * coefficient, WEP_CVAR(arc, beam_range));
+
+       // network information: shot origin and want/aim direction
+       if(self.beam_start != w_shotorg)
+       {
+               self.SendFlags |= 2;
+               self.beam_start = w_shotorg;
+       }
+       if(self.beam_wantdir != w_shotdir)
+       {
+               self.SendFlags |= 4;
+               self.beam_wantdir = w_shotdir;
+       }
 
-       // apply the damage
-       if(trace_ent)
+       if(!self.beam_initialized)
        {
-               vector force;
-               force = w_shotdir * WEP_CVAR_PRI(arc, force);
+               #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;
+       }
+
+       // WEAPONTODO: Detect player velocity so that the beam curves when moving too
+       // idea: blend together self.beam_dir with the inverted direction the player is moving in
+       // might have to make some special accomodation so that it only uses view_right and view_up
 
-               f = ExponentialFalloff(WEP_CVAR_PRI(arc, falloff_mindist), WEP_CVAR_PRI(arc, falloff_maxdist), WEP_CVAR_PRI(arc, falloff_halflifedist), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
+       // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
 
-               if(accuracy_isgooddamage(self.owner, trace_ent))
-                       accuracy_add(self.owner, WEP_ARC, 0, WEP_CVAR_PRI(arc, damage) * dt * f);
-               Damage (trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, trace_endpos, force * dt);
+       float segments; 
+       if(self.beam_dir != w_shotdir)
+       {
+               // 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
+                       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
+                       float blendfactor = bound(
+                               0,
+                               (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
+                               1
+                       );
+                       self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+               }
+
+               // network information: beam direction
+               self.SendFlags |= 8;
+
+               // 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; }
+
+       vector beam_endpos_estimate = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
 
-       // draw effect
-       if(w_shotorg != self.hook_start)
+       float i;
+       float new_beam_type = 0;
+       vector last_origin = w_shotorg;
+       for(i = 1; i <= segments; ++i)
        {
-               self.SendFlags |= 2;
-               self.hook_start = w_shotorg;
+               // 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);
+
+               WarpZone_traceline_antilag(
+                       self.owner,
+                       last_origin,
+                       new_origin,
+                       MOVE_NORMAL,
+                       self.owner,
+                       ANTILAG_LATENCY(self.owner)
+               );
+
+               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);
+
+                       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) - w_shotorg)
+                       );
+
+                       if(is_player && SAME_TEAM(self.owner, trace_ent))
+                       {
+                               float roothealth, rootarmor;
+                               if(burst)
+                               {
+                                       roothealth = WEP_CVAR(arc, burst_healing_hps);
+                                       rootarmor = WEP_CVAR(arc, burst_healing_aps);
+                               }
+                               else
+                               {
+                                       roothealth = WEP_CVAR(arc, beam_healing_hps);
+                                       rootarmor = WEP_CVAR(arc, beam_healing_aps);
+                               }
+
+                               if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
+                               {
+                                       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 * 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
+                                       );
+                                       new_beam_type = ARC_BT_HEAL;
+                               }
+                       }
+                       else
+                       {
+                               float rootdamage;
+                               if(is_player)
+                               {
+                                       if(burst)
+                                               { rootdamage = WEP_CVAR(arc, burst_damage); }
+                                       else
+                                               { rootdamage = WEP_CVAR(arc, beam_damage); }
+                               }
+                               else
+                                       { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
+
+                               if(accuracy_isgooddamage(self.owner, trace_ent))
+                               {
+                                       accuracy_add(
+                                               self.owner,
+                                               WEP_ARC,
+                                               0,
+                                               rootdamage * coefficient * falloff
+                                       );
+                               }
+
+                               Damage(
+                                       trace_ent,
+                                       self.owner,
+                                       self.owner,
+                                       rootdamage * coefficient * falloff,
+                                       WEP_ARC,
+                                       hitorigin,
+                                       WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
+                               );
+
+                               new_beam_type = ARC_BT_HIT;
+                       }
+                       break; 
+               }
+               else if(trace_fraction != 1)
+               {
+                       // we collided with geometry
+                       new_beam_type = ARC_BT_WALL;
+                       break;
+               }
+               else
+               {
+                       last_origin = new_origin;
+               }
        }
-       if(w_shotend != self.hook_end)
+
+       // 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 |= 4;
-               self.hook_end = w_shotend;
+               self.SendFlags |= 16;
+               self.beam_type = new_beam_type;
        }
+
+       self.owner.beam_prev = time;
+       self.nextthink = time;
 }
 
-// Attack functions ========================= 
-void W_Arc_Attack1 (void)
+void W_Arc_Beam(float burst)
 {
-       // only play fire sound if 0.5 sec has passed since player let go the fire button
-       if(time - self.lg_fire_prev > 0.5)
-               sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
-
-       entity beam, oldself;
+       // only play fire sound if 1 sec has passed since player let go the fire button
+       if(time - self.beam_prev > 1)
+       {
+               sound(self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+       }
 
-       self.arc_beam = beam = spawn();
+       entity beam = self.arc_beam = spawn();
        beam.classname = "W_Arc_Beam";
        beam.solid = SOLID_NOT;
        beam.think = W_Arc_Beam_Think;
        beam.owner = self;
        beam.movetype = MOVETYPE_NONE;
-       beam.shot_spread = 1;
        beam.bot_dodge = TRUE;
-       beam.bot_dodgerating = WEP_CVAR_PRI(arc, damage);
+       beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
+       beam.beam_bursting = burst;
        Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
 
-       oldself = self;
+       entity oldself = self;
        self = beam;
        self.think();
        self = oldself;
@@ -166,102 +501,92 @@ float W_Arc(float req)
        {
                case WR_AIM:
                {
-                       self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
-                       /*
-                       self.BUTTON_ATCK=FALSE;
-                       self.BUTTON_ATCK2=FALSE;
-                       if(vlen(self.origin-self.enemy.origin) > 1000)
-                               self.bot_aim_whichfiretype = 0;
-                       if(self.bot_aim_whichfiretype == 0)
-                       {
-                               float shoot;
-
-                               if(autocvar_g_balance_arc_primary_speed)
-                                       shoot = bot_aim(autocvar_g_balance_arc_primary_speed, 0, autocvar_g_balance_arc_primary_lifetime, FALSE);
-                               else
-                                       shoot = bot_aim(1000000, 0, 0.001, FALSE);
-
-                               if(shoot)
-                               {
-                                       self.BUTTON_ATCK = TRUE;
-                                       if(random() < 0.01) self.bot_aim_whichfiretype = 1;
-                               }
-                       }
-                       else // todo
-                       {
-                               //if(bot_aim(autocvar_g_balance_arc_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_arc_secondary_lifetime, TRUE))
-                               //{
-                               //      self.BUTTON_ATCK2 = TRUE;
-                               //      if(random() < 0.03) self.bot_aim_whichfiretype = 0;
-                               //}
-                       }
-                       */
-                       
+                       if(WEP_CVAR(arc, beam_botaimspeed))
+                               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);
                        return TRUE;
                }
                case WR_THINK:
                {
-                       if (self.BUTTON_ATCK)
+                       #if 0
+                       if(self.arc_beam.beam_heat > threshold)
+                       {
+                               stop the beam somehow
+                               play overheat animation
+                       }
+                       #endif
+
+                       if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || 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)
                                                weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
                                        else*/
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
-                               
-                               if (weapon_prepareattack(0, 0))
+                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+
+                               if((!self.arc_beam) || wasfreed(self.arc_beam))
                                {
-                                       if ((!self.arc_beam) || wasfreed(self.arc_beam))
-                                               W_Arc_Attack1();
-                                       
-                                       if(!self.BUTTON_ATCK_prev)
+                                       if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
                                        {
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
-                                               self.BUTTON_ATCK_prev = 1;
+                                               W_Arc_Beam(!!self.BUTTON_ATCK2);
+                                               
+                                               if(!self.BUTTON_ATCK_prev)
+                                               {
+                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                                       self.BUTTON_ATCK_prev = 1;
+                                               }
                                        }
                                }
                        } 
                        else // todo
                        {
-                               if (self.BUTTON_ATCK_prev != 0)
+                               if(self.BUTTON_ATCK_prev != 0)
                                {
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
-                                       ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor();
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                       ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
                                }
                                self.BUTTON_ATCK_prev = 0;
                        }
 
-                       //if (self.BUTTON_ATCK2)
-                               //if (weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
-                               //{
-                               //      W_Arc_Attack2();
-                               //      self.arc_count = autocvar_g_balance_arc_secondary_count;
-                               //      weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
-                               //      self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
-                               //}
-                               
+                       #if 0
+                       if(self.BUTTON_ATCK2)
+                       if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
+                       {
+                               W_Arc_Attack2();
+                               self.arc_count = autocvar_g_balance_arc_secondary_count;
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+                               self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+                       }
+                       #endif
+
                        return TRUE;
                }
                case WR_INIT:
                {
-                       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_bounce.wav");
-                       precache_sound ("weapons/arc_fire.wav");
-                       precache_sound ("weapons/arc_fire2.wav");
-                       precache_sound ("weapons/arc_impact.wav");
-                       //precache_sound ("weapons/arc_impact_combo.wav");
-                       //precache_sound ("weapons/W_Arc_Beam_fire.wav");
+                       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");
+                       if(!arc_shotorigin[0])
+                       {
+                               arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
+                               arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
+                               arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
+                               arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
+                       }
+                       ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
-                       return !WEP_CVAR_PRI(arc, ammo) || (self.WEP_AMMO(ARC) > 0);
+                       return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
                case WR_CHECKAMMO2:
                {
-                       return self.WEP_AMMO(ARC) >= WEP_CVAR_SEC(arc, ammo);
+                       return ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
                case WR_CONFIG:
                {
@@ -282,23 +607,8 @@ float W_Arc(float req)
                                        return WEAPON_ELECTRO_MURDER_BOLT;
                        }
                }
-               case WR_RESETPLAYER:
-               {
-                       //self.arc_secondarytime = time;
-                       return TRUE;
-               }
        }
-       return TRUE;
-}
-
-void ArcInit()
-{
-       WEP_ACTION(WEP_ARC, WR_INIT);
-       arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
-       arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
-       arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
-       arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
-       ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+       return FALSE;
 }
 #endif
 #ifdef CSQC
@@ -308,28 +618,13 @@ float W_Arc(float req)
        {
                case WR_IMPACTEFFECT:
                {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                       {
-                               pointparticles(particleeffectnum("arc_ballexplode"), org2, '0 0 0', 1);
-                               if(!w_issilent)
-                                       sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
-                       }
-                       else
-                       {
-                               pointparticles(particleeffectnum("arc_impact"), org2, '0 0 0', 1);
-                               if(!w_issilent)
-                                       sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
-                       }
-                       
+                       // todo
                        return TRUE;
                }
                case WR_INIT:
                {
-                       precache_sound("weapons/arc_impact.wav");
-                       precache_sound("weapons/arc_impact_combo.wav");
+                       //precache_sound("weapons/arc_impact.wav");
+                       //precache_sound("weapons/arc_impact_combo.wav");
                        return TRUE;
                }
                case WR_ZOOMRETICLE:
@@ -338,7 +633,7 @@ float W_Arc(float req)
                        return FALSE;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif