X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fparticles.qc;h=6d2ddf87d5a431b3cf4c901b60881d868fb0e25b;hb=99facb38338832f539cec7022c414f7a6de458c3;hp=74660ebf99559474a6267e42533185503711222d;hpb=fe30bb3558631325677b60cc7d8e0ac48dc7abb6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/particles.qc b/qcsrc/client/particles.qc index 74660ebf9..6d2ddf87d 100644 --- a/qcsrc/client/particles.qc +++ b/qcsrc/client/particles.qc @@ -1,15 +1,4 @@ -.float dphitcontentsmask; - -.float cnt; // effect number -.vector velocity; // particle velocity -.float waterlevel; // direction jitter -.float count; // count multiplier -.float impulse; // density -.string noise; // sound -.float atten; -.float volume; -.float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle -.vector movedir; // trace direction +#include "particles.qh" void Draw_PointParticles() { @@ -40,9 +29,9 @@ void Draw_PointParticles() for(i = random(); i <= n && fail <= 64*n; ++i) { p = o + self.mins; - p_x += random() * sz_x; - p_y += random() * sz_y; - p_z += random() * sz_z; + p.x += random() * sz.x; + p.y += random() * sz.y; + p.z += random() * sz.z; if(WarpZoneLib_BoxTouchesBrush(p, p, self, world)) { if(self.movedir != '0 0 0') @@ -83,9 +72,9 @@ void Ent_PointParticles_Remove() void Ent_PointParticles() { - float f, i; + float i; vector v; - f = ReadByte(); + int f = ReadByte(); if(f & 2) { i = ReadCoord(); // density (<0: point, >0: volume) @@ -174,7 +163,7 @@ void Ent_PointParticles() if(!self.absolute) { v = self.maxs - self.mins; - self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube + self.impulse *= -v.x * v.y * v.z / 262144; // relative: particles per 64^3 cube } } @@ -188,7 +177,6 @@ void Ent_PointParticles() self.entremove = Ent_PointParticles_Remove; } -.float glow_color; // palette index void Draw_Rain() { te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color); @@ -229,8 +217,8 @@ void Net_ReadVortexBeamParticle() { vector shotorg, endpos; float charge; - shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord(); - endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord(); + shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord(); + endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord(); charge = ReadByte() / 255.0; pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1); @@ -239,847 +227,8 @@ void Net_ReadVortexBeamParticle() charge = sqrt(charge); // divide evenly among trail spacing and alpha particles_alphamin = particles_alphamax = particles_fade = charge; - if (autocvar_cl_particles_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo())) + if (autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo())) WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); else WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); } - -.vector sw_shotorg; -.vector sw_endpos; -.float sw_spread_max; -.float sw_spread_min; -.float sw_time; - -void Draw_Shockwave() -{ - float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5); - - if(!a) { remove(self); } - - vector deviation, angle; - - vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum)); - - vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0'; - vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0'; - - float new_max_dist, new_min_dist; - - vector shotdir = normalize(self.sw_endpos - self.sw_shotorg); - vectorvectors(shotdir); - vector right = v_right; - vector up = v_up; - - float counter, dist_before_normal = 200, shots = 20; - - vector min_end = ((self.sw_shotorg + (shotdir * dist_before_normal)) + (up * self.sw_spread_min)); - vector max_end = (self.sw_endpos + (up * self.sw_spread_max)); - - float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - shotdir); - float spread_to_max = vlen(normalize(max_end - min_end) - shotdir); - - for(counter = 0; counter < shots; ++counter) - { - // perfect circle effect lines - angle = '0 0 0'; - makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots)); - angle_y = v_forward_x; - angle_z = v_forward_y; - - // first do the spread_to_min effect - deviation = angle * spread_to_min; - deviation = ((shotdir + (right * deviation_y) + (up * deviation_z))); - new_min_dist = dist_before_normal; - new_min_end = (self.sw_shotorg + (deviation * new_min_dist)); - //te_lightning2(world, new_min_end, self.sw_shotorg); - - // then calculate spread_to_max effect - deviation = angle * spread_to_max; - deviation = ((shotdir + (right * deviation_y) + (up * deviation_z))); - new_max_dist = vlen(new_min_end - self.sw_endpos); - new_max_end = (new_min_end + (deviation * new_max_dist)); - //te_lightning2(world, new_end, prev_min_end); - - - if(counter == 0) - { - first_min_end = new_min_end; - first_max_end = new_max_end; - } - - if(counter >= 1) - { - R_BeginPolygon("", DRAWFLAG_NORMAL); - R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); - R_PolygonVertex(new_min_end, '0 0 0', sw_color, a); - R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a); - R_EndPolygon(); - - R_BeginPolygon("", DRAWFLAG_NORMAL); - R_PolygonVertex(new_min_end, '0 0 0', sw_color, a); - R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); - R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a); - R_PolygonVertex(new_max_end, '0 0 0', sw_color, a); - R_EndPolygon(); - } - - prev_min_end = new_min_end; - prev_max_end = new_max_end; - - if((counter + 1) == shots) - { - R_BeginPolygon("", DRAWFLAG_NORMAL); - R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); - R_PolygonVertex(first_min_end, '0 0 0', sw_color, a); - R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a); - R_EndPolygon(); - - R_BeginPolygon("", DRAWFLAG_NORMAL); - R_PolygonVertex(first_min_end, '0 0 0', sw_color, a); - R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); - R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a); - R_PolygonVertex(first_max_end, '0 0 0', sw_color, a); - R_EndPolygon(); - } - } -} - -void Net_ReadShockwaveParticle() -{ - entity shockwave; - shockwave = spawn(); - shockwave.draw = Draw_Shockwave; - - shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord(); - shockwave.sw_endpos_x = ReadCoord(); shockwave.sw_endpos_y = ReadCoord(); shockwave.sw_endpos_z = ReadCoord(); - - shockwave.sw_spread_max = ReadByte(); - shockwave.sw_spread_min = ReadByte(); - - shockwave.sv_entnum = ReadByte(); - - shockwave.sw_time = time; -} - -.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_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); - - 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 = start + (thickdir * Draw_ArcBeam_callback_last_thickness); - vector last_bottom = start - (thickdir * Draw_ArcBeam_callback_last_thickness); - - 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 = top; - Draw_ArcBeam_callback_last_bottom = bottom; -} - -void Draw_ArcBeam() -{ - 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(view_angles); - - // decide upon start position - if(self.beam_usevieworigin == 2) - { start_pos = view_origin; } - else - { start_pos = self.origin; } - - // trace forward with an estimation - WarpZone_TraceLine( - start_pos, - start_pos + view_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; - - // un-adjust trueaim if shotend is too close - if(vlen(shothitpos - view_origin) < g_trueaim_minrange) - shothitpos = view_origin + (view_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; - start_pos = start_pos + origin_offset; - - // calculate the aim direction now - wantdir = normalize(shothitpos - start_pos); - - if(!self.beam_initialized) - { - self.beam_dir = wantdir; - self.beam_initialized = TRUE; - } - - // WEAPONTODO: Calculate segments dyanmically similarly to the server code - segments = 20; - if(self.beam_dir != wantdir) - { - float angle = ceil(vlen(wantdir - self.beam_dir) * RAD2DEG); - float anglelimit; - if(angle && (angle > self.beam_maxangle)) - { - // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor - anglelimit = min(self.beam_maxangle / angle, 1); - } - else - { - // the radius is not too far yet, no worries :D - anglelimit = 1; - } - - // calculate how much we're going to move the end of the beam to the want position - float blendfactor = bound(0, anglelimit * (1 - (self.beam_returnspeed * frametime)), 1); - self.beam_dir = normalize((wantdir * (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); - - #if 0 - // 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; - } - #endif - } - #if 0 - else - { - segments = 1; - } - #endif - - // 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(view_forward, view_up); - } - else - { - // set the values from the provided info from the networked entity - start_pos = self.origin; - wantdir = self.v_angle; - beamdir = self.angles; - - // WEAPONTODO: Calculate segments dyanmically similarly to the server code - segments = 20; - #if 0 - if(beamdir != wantdir) - { - // 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; - } - #endif - } - - 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)); - - 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; - - 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); - - 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; - - WarpZone_TraceBox_ThroughZone( - last_origin, - '0 0 0', - '0 0 0', - new_origin, - MOVE_NORMAL, - world, - world, - Draw_ArcBeam_callback - ); - - // 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); - } - - // startpoint and endpoint drawn visual effects - if(self.beam_hiteffect) - { - 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, - start_pos + wantdir * 20, - wantdir * 1000, - frametime * 0.1 - ); - } - if(self.beam_muzzlelight[0]) - { - adddynamiclight( - 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_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'; -} - -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; - setattachment(flash, self, ""); - setorigin(flash, '0 0 0'); - - self.beam_muzzleentity = flash; - } - else - { - flash = self.beam_muzzleentity; - } - - if(sf & 1) // settings information - { - 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 & 2) // 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 & 4) // want/aim direction - { - self.v_angle_x = ReadCoord(); - self.v_angle_y = ReadCoord(); - self.v_angle_z = ReadCoord(); - } - - if(sf & 8) // beam direction - { - self.angles_x = ReadCoord(); - self.angles_y = ReadCoord(); - self.angles_z = ReadCoord(); - } - - if(sf & 16) // 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(); - } -} -