}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- WriteAngle(MSG_ENTITY, this.beam_dir.x);
- WriteAngle(MSG_ENTITY, this.beam_dir.y);
- WriteAngle(MSG_ENTITY, this.beam_dir.z);
+ WriteAngleVector(MSG_ENTITY, this.beam_dir);
}
if(sf & ARC_SF_BEAMTYPE) // beam type
{
W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
- Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
missile = new(missile);
missile.owner = missile.realowner = actor;
Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
}
- if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
- !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != thiswep )
+ bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
+ bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
+ if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
{
actor.arc_smoke_sound = 0;
sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
else
{
- R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
+ R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
R_PolygonVertex(
top,
'0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
// into a weapon system for client code.
// find where we are aiming
- makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
- vector forward = v_forward;
- vector right = v_right;
- vector up = v_up;
+ vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
+ vector forward, right, up;
+ MAKE_VECTORS(myviewangle, forward, right, up);
entity wepent = viewmodels[this.beam_slot];
- if(autocvar_chase_active)
- this.beam_usevieworigin = 1;
- else
- this.beam_usevieworigin = 2;
+ this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
// decide upon start position
if(this.beam_usevieworigin == 2)
else
{ start_pos = this.origin; }
- int v_shot_idx; // used later
- (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
- if(v_shot_idx && this.beam_usevieworigin == 2)
- start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
-
// trace forward with an estimation
WarpZone_TraceLine(
start_pos,
this
);
+ int v_shot_idx; // used later
+ (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
+ if(v_shot_idx && this.beam_usevieworigin == 2)
+ start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
+
// untransform in case our trace went through a warpzone
vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
if(!v_shot_idx || this.beam_usevieworigin != 2)
{
this.beam_shotorigin = wepent.movedir;
- origin_offset =
- right * -this.beam_shotorigin.y
- + up * this.beam_shotorigin.z;
+ origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
}
else
this.beam_shotorigin = '0 0 0';
{
this.beam_dir = wantdir;
this.beam_initialized = true;
+
+ this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
}
if(this.beam_dir != wantdir)
// if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
float blendfactor = bound(
0,
- (1 - (this.beam_returnspeed * frametime)),
+ (1 - (this.beam_returnspeed * dt)),
min(this.beam_maxangle / angle, 1)
);
this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
// the radius is not too far yet, no worries :D
float blendfactor = bound(
0,
- (1 - (this.beam_returnspeed * frametime)),
+ (1 - (this.beam_returnspeed * dt)),
1
);
this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
this.beam_hiteffect,
last_origin,
beamdir * -1,
- frametime * 2
+ dt * 2
);
}
if(this.beam_hitlight[0])
this.beam_muzzleeffect,
original_start_pos + wantdir * 20,
wantdir * 1000,
- frametime * 0.1
+ dt * 0.1
);
}
if(this.beam_muzzlelight[0])
flash = spawn();
flash.owner = this;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
- flash.drawmask = MASK_NORMAL;
+ //flash.drawmask = MASK_NORMAL;
flash.solid = SOLID_NOT;
flash.avelocity_z = 5000;
setattachment(flash, this, "");
if(ReadByte())
{
- if(autocvar_chase_active)
- { this.beam_usevieworigin = 1; }
- else // use view origin
- { this.beam_usevieworigin = 2; }
+ this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
}
else
{
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- this.angles_x = ReadAngle();
- this.angles_y = ReadAngle();
- this.angles_z = ReadAngle();
+ this.angles = ReadAngleVector();
}
if(sf & ARC_SF_BEAMTYPE) // beam type