setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
PROJECTILE_MAKETRIGGER(missile);
+ missile.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
missile.weaponentity_fld = weaponentity;
setorigin(missile, w_shotorg);
- setsize(missile, '0 0 0', '0 0 0');
+ setsize(missile, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS);
set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
W_SetupProjVelocity_PRE(missile, arc, bolt_);
Weapon thiswep = WEP_ARC;
// TODO: use standard weapon use checks here!
- if(
- !IS_PLAYER(own)
- ||
- IS_DEAD(own)
- ||
- game_stopped
- ||
- !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
- ||
- own.(weaponentity).m_switchweapon != WEP_ARC
- ||
- (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
- ||
- own.vehicle
- ||
- (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
- )
+ if(!IS_PLAYER(own) || IS_DEAD(own) || STAT(FROZEN, own) || game_stopped || own.vehicle
+ || !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
+ || own.(weaponentity).m_switchweapon != WEP_ARC
+ || (!PHYS_INPUT_BUTTON_ATCK(own) && !burst)
+ || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
{
if ( WEP_CVAR(arc, cooldown) > 0 )
{
cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
}
+ bool overheat = (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max));
+ if (overheat)
+ {
+ Send_Effect(EFFECT_ARC_OVERHEAT, this.beam_start, this.beam_wantdir, 1);
+ sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+ }
+
if ( cooldown_speed )
{
- if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
+ if (WEP_CVAR(arc, cooldown_release) || overheat)
own.arc_overheat = time + this.beam_heat / cooldown_speed;
own.arc_cooldown = cooldown_speed;
}
- if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
- {
- Send_Effect(EFFECT_ARC_OVERHEAT,
- this.beam_start, this.beam_wantdir, 1 );
- sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
- }
}
if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
- bool is_player = (
- IS_PLAYER(trace_ent)
- ||
- trace_ent.classname == "body"
- ||
- IS_MONSTER(trace_ent)
- );
-
if(trace_ent)
{
+ bool is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
if(SAME_TEAM(own, trace_ent))
{
float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
WEP_CVAR(arc, beam_botaimspeed),
0,
WEP_CVAR(arc, beam_botaimlifetime),
- false
+ false, true
);
}
else
1000000,
0,
0.001,
- false
+ false, true
);
}
}
}
#endif
}
+METHOD(Arc, wr_suicidemessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ARC_SUICIDE_BOLT;
+ else
+ return WEAPON_THINKING_WITH_PORTALS;
+}
METHOD(Arc, wr_init, void(entity thiswep))
{
if(!arc_shotorigin[0])
{
if(w_deathtype & HITTYPE_SECONDARY)
{
- vector org2;
- org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
}
// into a weapon system for client code.
// find where we are aiming
- vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
+ vector myviewangle = view_angles;
+ if (autocvar_chase_active)
+ {
+ if (autocvar_cl_lockview)
+ myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
+ else
+ myviewangle = warpzone_save_view_angles;
+ }
vector forward, right, up;
MAKE_VECTORS(myviewangle, forward, right, up);
entity wepent = viewmodels[this.beam_slot];