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1 #include "arc.qh"
2
3 #ifdef SVQC
4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
6
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
8 {
9         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
10
11         // Truncate information when this beam is displayed to the owner client
12         // - The owner client has no use for beam start position or directions,
13         //    it always figures this information out for itself with csqc code.
14         // - Spectating the owner also truncates this information.
15         float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
16         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
17
18         WriteByte(MSG_ENTITY, sf);
19         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
20
21         if(sf & ARC_SF_SETTINGS) // settings information
22         {
23                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
24                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
25                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
26                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
27                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
28                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
29
30                 WriteByte(MSG_ENTITY, drawlocal);
31                 WriteByte(MSG_ENTITY, etof(this.owner));
32         }
33         if(sf & ARC_SF_START) // starting location
34         {
35                 WriteVector(MSG_ENTITY, this.beam_start);
36         }
37         if(sf & ARC_SF_WANTDIR) // want/aim direction
38         {
39                 WriteVector(MSG_ENTITY, this.beam_wantdir);
40         }
41         if(sf & ARC_SF_BEAMDIR) // beam direction
42         {
43                 WriteAngleVector(MSG_ENTITY, this.beam_dir);
44         }
45         if(sf & ARC_SF_BEAMTYPE) // beam type
46         {
47                 WriteByte(MSG_ENTITY, this.beam_type);
48         }
49
50         return true;
51 }
52
53 void Reset_ArcBeam(entity player, vector forward)
54 {
55         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
56         {
57                 .entity weaponentity = weaponentities[slot];
58                 if(!player.(weaponentity).arc_beam)
59                         continue;
60                 player.(weaponentity).arc_beam.beam_dir = forward;
61                 player.(weaponentity).arc_beam.beam_teleporttime = time;
62         }
63 }
64
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
66 {
67         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
68         {
69                 player.arc_overheat = 0;
70                 return 0;
71         }
72
73         if ( player.(weaponentity).arc_beam )
74                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
75
76         if ( player.arc_overheat > time )
77         {
78                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79                         * player.arc_cooldown;
80         }
81
82         return 0;
83 }
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
85 {
86         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
88 }
89
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
91 {
92         this.event_damage = func_null;
93         RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
94
95         delete(this);
96 }
97
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
99 {
100         W_Arc_Bolt_Explode(this, trigger);
101 }
102
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
104 {
105         if(GetResource(this, RES_HEALTH) <= 0)
106                 return;
107
108         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109                 return; // g_projectiles_damage says to halt
110
111         TakeResource(this, RES_HEALTH, damage);
112         this.angles = vectoangles(this.velocity);
113
114         if(GetResource(this, RES_HEALTH) <= 0)
115                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
116 }
117
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
119 {
120         PROJECTILE_TOUCH(this, toucher);
121         this.use(this, NULL, toucher);
122 }
123
124 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
125 {
126         entity missile;
127
128         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
129
130         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
131
132         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
133
134         missile = new(missile);
135         missile.owner = missile.realowner = actor;
136         missile.bot_dodge = true;
137         IL_PUSH(g_bot_dodge, missile);
138         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
139
140         missile.takedamage = DAMAGE_YES;
141         SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
142         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
143         missile.event_damage = W_Arc_Bolt_Damage;
144         missile.damagedbycontents = true;
145         IL_PUSH(g_damagedbycontents, missile);
146
147         settouch(missile, W_Arc_Bolt_Touch);
148         missile.use = W_Arc_Bolt_Explode_use;
149         setthink(missile, adaptor_think2use_hittype_splash);
150         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
151         PROJECTILE_MAKETRIGGER(missile);
152         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
153         missile.weaponentity_fld = weaponentity;
154         setorigin(missile, w_shotorg);
155         setsize(missile, '0 0 0', '0 0 0');
156
157         set_movetype(missile, MOVETYPE_FLY);
158         W_SetupProjVelocity_PRE(missile, arc, bolt_);
159
160         missile.angles = vectoangles(missile.velocity);
161         missile.flags = FL_PROJECTILE;
162         missile.missile_flags = MIF_SPLASH;
163
164         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
165
166         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
167 }
168
169 void W_Arc_Beam_Think(entity this)
170 {
171         .entity weaponentity = this.weaponentity_fld;
172         entity own = this.owner;
173         if(this != own.(weaponentity).arc_beam)
174         {
175                 delete(this);
176                 return;
177         }
178
179         float burst = 0;
180         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
181         {
182                 if(!this.beam_bursting)
183                         this.beam_bursting = true;
184                 burst = ARC_BT_BURSTMASK;
185         }
186
187         Weapon thiswep = WEP_ARC;
188
189         if(
190                 !IS_PLAYER(own)
191                 ||
192                 IS_DEAD(own)
193                 ||
194                 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
195                 ||
196                 own.(weaponentity).m_switchweapon != WEP_ARC
197                 ||
198                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
199                 ||
200                 own.vehicle
201                 ||
202                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
203         )
204         {
205                 if ( WEP_CVAR(arc, cooldown) > 0 )
206                 {
207                         float cooldown_speed = 0;
208                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
209                         {
210                                 cooldown_speed = WEP_CVAR(arc, cooldown);
211                         }
212                         else if ( !burst )
213                         {
214                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
215                         }
216
217                         if ( cooldown_speed )
218                         {
219                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
220                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
221                                 own.arc_cooldown = cooldown_speed;
222                         }
223
224                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
225                         {
226                                 Send_Effect(EFFECT_ARC_OVERHEAT,
227                                         this.beam_start, this.beam_wantdir, 1 );
228                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
229                         }
230                 }
231
232                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
233                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
234                 {
235                         // note: this doesn't force the switch
236                         W_SwitchToOtherWeapon(own, weaponentity);
237                 }
238                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
239                 delete(this);
240                 return;
241         }
242
243         // decrease ammo
244         float coefficient = frametime;
245         if(!(own.items & IT_UNLIMITED_AMMO))
246         {
247                 float rootammo;
248                 if(burst)
249                         { rootammo = WEP_CVAR(arc, burst_ammo); }
250                 else
251                         { rootammo = WEP_CVAR(arc, beam_ammo); }
252
253                 if(rootammo)
254                 {
255                         coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
256                         SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
257                 }
258         }
259         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
260         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
261
262         makevectors(own.v_angle);
263
264         W_SetupShot_Range(
265                 own,
266                 weaponentity,
267                 true,
268                 0,
269                 SND_Null,
270                 0,
271                 WEP_CVAR(arc, beam_damage) * coefficient,
272                 WEP_CVAR(arc, beam_range),
273                 thiswep.m_id
274         );
275
276         // After teleport, "lock" the beam until the teleport is confirmed.
277         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
278                 w_shotdir = this.beam_dir;
279         }
280
281         // network information: shot origin and want/aim direction
282         if(this.beam_start != w_shotorg)
283         {
284                 this.SendFlags |= ARC_SF_START;
285                 this.beam_start = w_shotorg;
286         }
287         if(this.beam_wantdir != w_shotdir)
288         {
289                 this.SendFlags |= ARC_SF_WANTDIR;
290                 this.beam_wantdir = w_shotdir;
291         }
292
293         if(!this.beam_initialized)
294         {
295                 this.beam_dir = w_shotdir;
296                 this.beam_initialized = true;
297         }
298
299         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
300         // idea: blend together this.beam_dir with the inverted direction the player is moving in
301         // might have to make some special accomodation so that it only uses view_right and view_up
302
303         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
304
305         float segments;
306         if(this.beam_dir != w_shotdir)
307         {
308                 // calculate how much we're going to move the end of the beam to the want position
309                 // WEAPONTODO (server and client):
310                 // blendfactor never actually becomes 0 in this situation, which is a problem
311                 // regarding precision... this means that this.beam_dir and w_shotdir approach
312                 // eachother, however they never actually become the same value with this method.
313                 // Perhaps we should do some form of rounding/snapping?
314                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
315                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
316                 {
317                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
318                         float blendfactor = bound(
319                                 0,
320                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
321                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
322                         );
323                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
324                                 this.beam_dir = w_shotdir;
325                         else
326                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
327                 }
328                 else
329                 {
330                         // the radius is not too far yet, no worries :D
331                         float blendfactor = bound(
332                                 0,
333                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
334                                 1
335                         );
336                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
337                                 this.beam_dir = w_shotdir;
338                         else
339                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
340                 }
341
342                 // network information: beam direction
343                 this.SendFlags |= ARC_SF_BEAMDIR;
344
345                 // calculate how many segments are needed
346                 float max_allowed_segments;
347
348                 if(WEP_CVAR(arc, beam_distancepersegment))
349                 {
350                         max_allowed_segments = min(
351                                 ARC_MAX_SEGMENTS,
352                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
353                         );
354                 }
355                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
356
357                 if(WEP_CVAR(arc, beam_degreespersegment))
358                 {
359                         segments = bound(
360                                 1,
361                                 (
362                                         min(
363                                                 angle,
364                                                 WEP_CVAR(arc, beam_maxangle)
365                                         )
366                                         /
367                                         WEP_CVAR(arc, beam_degreespersegment)
368                                 ),
369                                 max_allowed_segments
370                         );
371                 }
372                 else { segments = 1; }
373         }
374         else { segments = 1; }
375
376         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
377         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
378
379         float i;
380         float new_beam_type = 0;
381         vector last_origin = w_shotorg;
382         for(i = 1; i <= segments; ++i)
383         {
384                 // WEAPONTODO (client):
385                 // In order to do nice fading and pointing on the starting segment, we must always
386                 // have that drawn as a separate triangle... However, that is difficult to do when
387                 // keeping in mind the above problems and also optimizing the amount of segments
388                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
389
390                 vector new_origin = bezier_quadratic_getpoint(
391                         w_shotorg,
392                         beam_controlpoint,
393                         beam_endpos,
394                         i / segments);
395                 vector new_dir = normalize(new_origin - last_origin);
396
397                 WarpZone_traceline_antilag(
398                         own,
399                         last_origin,
400                         new_origin,
401                         MOVE_NORMAL,
402                         own,
403                         ANTILAG_LATENCY(own)
404                 );
405
406                 // Do all the transforms for warpzones right now, as we already
407                 // "are" in the post-trace system (if we hit a player, that's
408                 // always BEHIND the last passed wz).
409                 last_origin = trace_endpos;
410                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
411                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
412                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
413                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
414
415                 bool is_player = (
416                         IS_PLAYER(trace_ent)
417                         ||
418                         trace_ent.classname == "body"
419                         ||
420                         IS_MONSTER(trace_ent)
421                 );
422
423                 if(trace_ent)
424                 {
425                         if(SAME_TEAM(own, trace_ent))
426                         {
427                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
428                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
429                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
430                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
431                                 if(IS_PLAYER(trace_ent) && rootarmor)
432                                 {
433                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
434                                         {
435                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
436                                                 trace_ent.pauserotarmor_finished = max(
437                                                         trace_ent.pauserotarmor_finished,
438                                                         time + autocvar_g_balance_pause_armor_rot
439                                                 );
440                                         }
441                                 }
442                                 if(roothealth || rootarmor)
443                                         new_beam_type = ARC_BT_HEAL;
444                         }
445                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
446                         {
447                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
448                                 // NO. trace_endpos should be just fine. If not,
449                                 // that's an engine bug that needs proper debugging.
450                                 vector hitorigin = trace_endpos;
451
452                                 float falloff = ExponentialFalloff(
453                                         WEP_CVAR(arc, beam_falloff_mindist),
454                                         WEP_CVAR(arc, beam_falloff_maxdist),
455                                         WEP_CVAR(arc, beam_falloff_halflifedist),
456                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
457                                 );
458
459                                 float rootdamage;
460                                 if(is_player)
461                                 {
462                                         if(burst)
463                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
464                                         else
465                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
466                                 }
467                                 else
468                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
469
470                                 if(accuracy_isgooddamage(own, trace_ent))
471                                 {
472                                         accuracy_add(
473                                                 own,
474                                                 WEP_ARC,
475                                                 0,
476                                                 rootdamage * coefficient * falloff
477                                         );
478                                 }
479
480                                 Damage(
481                                         trace_ent,
482                                         own,
483                                         own,
484                                         rootdamage * coefficient * falloff,
485                                         WEP_ARC.m_id,
486                                         weaponentity,
487                                         hitorigin,
488                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
489                                 );
490
491                                 new_beam_type = ARC_BT_HIT;
492                         }
493                         break;
494                 }
495                 else if(trace_fraction != 1)
496                 {
497                         // we collided with geometry
498                         new_beam_type = ARC_BT_WALL;
499                         break;
500                 }
501         }
502
503         // te_explosion(trace_endpos);
504
505         // if we're bursting, use burst visual effects
506         new_beam_type |= burst;
507
508         // network information: beam type
509         if(new_beam_type != this.beam_type)
510         {
511                 this.SendFlags |= ARC_SF_BEAMTYPE;
512                 this.beam_type = new_beam_type;
513         }
514
515         own.(weaponentity).beam_prev = time;
516         this.nextthink = time;
517 }
518
519 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
520 {
521
522         // only play fire sound if 1 sec has passed since player let go the fire button
523         if(time - actor.(weaponentity).beam_prev > 1)
524                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
525
526         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
527         beam.weaponentity_fld = weaponentity;
528         beam.solid = SOLID_NOT;
529         setthink(beam, W_Arc_Beam_Think);
530         beam.owner = actor;
531         set_movetype(beam, MOVETYPE_NONE);
532         beam.bot_dodge = true;
533         IL_PUSH(g_bot_dodge, beam);
534         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
535         beam.beam_bursting = burst;
536         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
537
538         getthink(beam)(beam);
539 }
540 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
541 {
542         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
543         {
544                 w_ready(thiswep, actor, weaponentity, fire);
545                 return;
546         }
547
548         // attack handled by the beam itself, this is just a loop to keep the attack happening!
549
550         // NOTE: arc doesn't use a refire
551         //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
552         actor.(weaponentity).wframe = WFRAME_FIRE1;
553         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
554 }
555 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
556 {
557         // TODO: spamming this without checking any refires is asking for trouble!
558         makevectors(actor.v_angle);
559         W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
560
561         vector smoke_origin = w_shotorg + actor.velocity*frametime;
562         if ( actor.arc_overheat > time )
563         {
564                 if ( random() < actor.(weaponentity).arc_heat_percent )
565                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
566                 if ( (fire & 1) || (fire & 2) )
567                 {
568                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
569                         if ( !actor.arc_smoke_sound )
570                         {
571                                 actor.arc_smoke_sound = 1;
572                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
573                         }
574                 }
575         }
576         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
577                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
578         {
579                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
580                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
581                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
582         }
583
584         bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
585         bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
586         if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
587         {
588                 actor.arc_smoke_sound = 0;
589                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
590         }
591 }
592
593 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
594 {
595     if(WEP_CVAR(arc, beam_botaimspeed))
596     {
597         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
598                 actor,
599                 weaponentity,
600             WEP_CVAR(arc, beam_botaimspeed),
601             0,
602             WEP_CVAR(arc, beam_botaimlifetime),
603             false
604         );
605     }
606     else
607     {
608         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
609                 actor,
610                 weaponentity,
611             1000000,
612             0,
613             0.001,
614             false
615         );
616     }
617 }
618 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
619 {
620     Arc_Player_SetHeat(actor, weaponentity);
621     Arc_Smoke(thiswep, actor, weaponentity, fire);
622
623     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
624
625     if (time >= actor.arc_overheat)
626     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
627     {
628         #if 0
629         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
630         {
631             #if 0
632             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
633                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
634             else
635             #endif
636                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
637         }
638         #endif
639
640         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
641         {
642             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
643             {
644                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
645
646                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
647                 {
648                         actor.(weaponentity).wframe = WFRAME_FIRE1;
649                     weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
650                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
651                 }
652             }
653         }
654
655         return;
656     }
657     else if(fire & 2)
658     {
659         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
660         {
661             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
662             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
663         }
664     }
665
666     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
667     {
668         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
669         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
670         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
671     }
672     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
673
674     #if 0
675     if(fire & 2)
676     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
677     {
678         W_Arc_Attack2();
679         actor.arc_count = autocvar_g_balance_arc_secondary_count;
680         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
681         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
682     }
683     #endif
684 }
685 METHOD(Arc, wr_init, void(entity thiswep))
686 {
687     if(!arc_shotorigin[0])
688     {
689         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
690         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
691         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
692         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
693     }
694 }
695 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
696 {
697     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
698 }
699 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
700 {
701     if(WEP_CVAR(arc, bolt))
702     {
703         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
704         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
705         return ammo_amount;
706     }
707     else
708         return WEP_CVAR(arc, overheat_max) > 0 &&
709             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
710 }
711 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
712 {
713     if(w_deathtype & HITTYPE_SECONDARY)
714         return WEAPON_ARC_MURDER_SPRAY;
715     else
716         return WEAPON_ARC_MURDER;
717 }
718 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
719 {
720     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
721     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
722     actor.arc_overheat = 0;
723     actor.arc_cooldown = 0;
724     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
725 }
726 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
727 {
728     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
729         weapon_dropevent_item.arc_overheat > time )
730     {
731         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
732         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
733     }
734 }
735 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
736 {
737     actor.arc_overheat = 0;
738     actor.arc_cooldown = 0;
739     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
740     {
741         .entity weaponentity = weaponentities[slot];
742         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
743     }
744 }
745 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
746 {
747     actor.arc_overheat = 0;
748     actor.arc_cooldown = 0;
749     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
750 }
751 #endif
752 #ifdef CSQC
753 bool autocvar_cl_arcbeam_teamcolor = true;
754 bool autocvar_cl_arcbeam_simple = true;
755
756 .int beam_slot;
757
758 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
759 {
760     if(w_deathtype & HITTYPE_SECONDARY)
761     {
762         vector org2;
763         org2 = w_org + w_backoff * 6;
764         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
765         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
766     }
767 }
768
769 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
770 {
771         entity beam = Draw_ArcBeam_callback_entity;
772         vector transformed_view_org;
773         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
774
775         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
776         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
777         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
778
779         vector hitorigin;
780
781         // draw segment
782         #if 0
783         if(trace_fraction != 1)
784         {
785                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
786                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
787                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
788         }
789         else
790         {
791                 hitorigin = hit;
792         }
793         #else
794         hitorigin = hit;
795         #endif
796
797         // decide upon thickness
798         float thickness = beam.beam_thickness;
799
800         // draw primary beam render
801         vector top    = hitorigin + (thickdir * thickness);
802         vector bottom = hitorigin - (thickdir * thickness);
803
804         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
805         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
806
807         if(autocvar_cl_arcbeam_simple)
808                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
809         else
810         {
811                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
812                 R_PolygonVertex(
813                         top,
814                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
815                         beam.beam_color,
816                         beam.beam_alpha
817                 );
818                 R_PolygonVertex(
819                         last_top,
820                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
821                         beam.beam_color,
822                         beam.beam_alpha
823                 );
824                 R_PolygonVertex(
825                         last_bottom,
826                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
827                         beam.beam_color,
828                         beam.beam_alpha
829                 );
830                 R_PolygonVertex(
831                         bottom,
832                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
833                         beam.beam_color,
834                         beam.beam_alpha
835                 );
836                 R_EndPolygon();
837         }
838
839         // draw trailing particles
840         // NOTES:
841         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
842         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
843         if(beam.beam_traileffect)
844         {
845                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
846         }
847
848         // set up for the next
849         Draw_ArcBeam_callback_last_thickness = thickness;
850         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
851         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
852 }
853
854 void Reset_ArcBeam()
855 {
856         entity e;
857         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
858                 e.beam_initialized = false;
859         }
860         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
861                 e.beam_initialized = false;
862         }
863 }
864
865 void Draw_ArcBeam(entity this)
866 {
867         float dt = time - this.move_time;
868         this.move_time = time;
869         if(dt <= 0) { return; }
870
871         if(!this.beam_usevieworigin)
872         {
873                 InterpolateOrigin_Do(this);
874         }
875
876         // origin = beam starting origin
877         // v_angle = wanted/aim direction
878         // angles = current direction of beam
879
880         vector start_pos;
881         vector wantdir; //= view_forward;
882         vector beamdir; //= this.beam_dir;
883
884         float segments;
885         if(this.beam_usevieworigin)
886         {
887                 // WEAPONTODO:
888                 // Currently we have to replicate nearly the same method of figuring
889                 // out the shotdir that the server does... Ideally in the future we
890                 // should be able to acquire this from a generalized function built
891                 // into a weapon system for client code.
892
893                 // find where we are aiming
894                 vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
895                 vector forward, right, up;
896                 MAKE_VECTORS(myviewangle, forward, right, up);
897                 entity wepent = viewmodels[this.beam_slot];
898
899                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
900
901                 // decide upon start position
902                 if(this.beam_usevieworigin == 2)
903                         { start_pos = warpzone_save_view_origin; }
904                 else if(csqcplayer)
905                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
906                 else
907                         { start_pos = this.origin; }
908
909                 // trace forward with an estimation
910                 WarpZone_TraceLine(
911                         start_pos,
912                         start_pos + forward * this.beam_range,
913                         MOVE_NOMONSTERS,
914                         this
915                 );
916
917                 int v_shot_idx;  // used later
918                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
919                 if(v_shot_idx && this.beam_usevieworigin == 2)
920                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
921
922                 // untransform in case our trace went through a warpzone
923                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
924
925                 // un-adjust trueaim if shotend is too close
926                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
927                         end_pos = start_pos + (forward * g_trueaim_minrange);
928
929                 // move shot origin to the actual gun muzzle origin
930                 vector origin_offset = '0 0 0';
931                 if(!v_shot_idx || this.beam_usevieworigin != 2)
932                 {
933                         this.beam_shotorigin = wepent.movedir;
934                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
935                 }
936                 else
937                         this.beam_shotorigin = '0 0 0';
938
939                 start_pos = start_pos + origin_offset;
940
941                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
942                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
943                 start_pos = trace_endpos;
944
945                 // calculate the aim direction now
946                 wantdir = normalize(end_pos - start_pos);
947
948                 if(!this.beam_initialized)
949                 {
950                         this.beam_dir = wantdir;
951                         this.beam_initialized = true;
952
953                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
954                 }
955
956                 if(this.beam_dir != wantdir)
957                 {
958                         // calculate how much we're going to move the end of the beam to the want position
959                         // WEAPONTODO (server and client):
960                         // blendfactor never actually becomes 0 in this situation, which is a problem
961                         // regarding precision... this means that this.beam_dir and w_shotdir approach
962                         // eachother, however they never actually become the same value with this method.
963                         // Perhaps we should do some form of rounding/snapping?
964                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
965                         if(angle && (angle > this.beam_maxangle))
966                         {
967                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
968                                 float blendfactor = bound(
969                                         0,
970                                         (1 - (this.beam_returnspeed * dt)),
971                                         min(this.beam_maxangle / angle, 1)
972                                 );
973                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
974                         }
975                         else
976                         {
977                                 // the radius is not too far yet, no worries :D
978                                 float blendfactor = bound(
979                                         0,
980                                         (1 - (this.beam_returnspeed * dt)),
981                                         1
982                                 );
983                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
984                         }
985
986                         // calculate how many segments are needed
987                         float max_allowed_segments;
988
989                         if(this.beam_distancepersegment)
990                         {
991                                 max_allowed_segments = min(
992                                         ARC_MAX_SEGMENTS,
993                                         1 + (vlen(wantdir / this.beam_distancepersegment))
994                                 );
995                         }
996                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
997
998                         if(this.beam_degreespersegment)
999                         {
1000                                 segments = bound(
1001                                         1,
1002                                         (
1003                                                 min(
1004                                                         angle,
1005                                                         this.beam_maxangle
1006                                                 )
1007                                                 /
1008                                                 this.beam_degreespersegment
1009                                         ),
1010                                         max_allowed_segments
1011                                 );
1012                         }
1013                         else { segments = 1; }
1014                 }
1015                 else { segments = 1; }
1016
1017                 // set the beam direction which the rest of the code will refer to
1018                 beamdir = this.beam_dir;
1019
1020                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1021                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1022         }
1023         else
1024         {
1025                 // set the values from the provided info from the networked entity
1026                 start_pos = this.origin;
1027                 wantdir = this.v_angle;
1028                 beamdir = this.angles;
1029
1030                 if(beamdir != wantdir)
1031                 {
1032                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1033
1034                         // calculate how many segments are needed
1035                         float max_allowed_segments;
1036
1037                         if(this.beam_distancepersegment)
1038                         {
1039                                 max_allowed_segments = min(
1040                                         ARC_MAX_SEGMENTS,
1041                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1042                                 );
1043                         }
1044                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1045
1046                         if(this.beam_degreespersegment)
1047                         {
1048                                 segments = bound(
1049                                         1,
1050                                         (
1051                                                 min(
1052                                                         angle,
1053                                                         this.beam_maxangle
1054                                                 )
1055                                                 /
1056                                                 this.beam_degreespersegment
1057                                         ),
1058                                         max_allowed_segments
1059                                 );
1060                         }
1061                         else { segments = 1; }
1062                 }
1063                 else { segments = 1; }
1064         }
1065
1066         setorigin(this, start_pos);
1067         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1068
1069         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1070         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1071
1072         Draw_ArcBeam_callback_entity = this;
1073         Draw_ArcBeam_callback_last_thickness = 0;
1074         Draw_ArcBeam_callback_last_top = start_pos;
1075         Draw_ArcBeam_callback_last_bottom = start_pos;
1076
1077         vector last_origin = start_pos;
1078         vector original_start_pos = start_pos;
1079
1080         float i;
1081         for(i = 1; i <= segments; ++i)
1082         {
1083                 // WEAPONTODO (client):
1084                 // In order to do nice fading and pointing on the starting segment, we must always
1085                 // have that drawn as a separate triangle... However, that is difficult to do when
1086                 // keeping in mind the above problems and also optimizing the amount of segments
1087                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1088
1089                 vector new_origin = bezier_quadratic_getpoint(
1090                         start_pos,
1091                         beam_controlpoint,
1092                         beam_endpos,
1093                         i / segments);
1094
1095                 WarpZone_TraceBox_ThroughZone(
1096                         last_origin,
1097                         '0 0 0',
1098                         '0 0 0',
1099                         new_origin,
1100                         MOVE_NORMAL,
1101                         NULL,
1102                         NULL,
1103                         Draw_ArcBeam_callback
1104                 );
1105
1106                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1107                 // system (if we hit a player, that's always BEHIND the last passed wz).
1108                 last_origin = trace_endpos;
1109                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1110                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1111                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1112                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1113                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1114                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1115
1116                 if(trace_fraction < 1) { break; }
1117         }
1118
1119         // visual effects for startpoint and endpoint
1120         if(this.beam_hiteffect)
1121         {
1122                 // FIXME we really should do this on the server so it actually
1123                 // matches gameplay. What this client side stuff is doing is no
1124                 // more than guesswork.
1125                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1126                 pointparticles(
1127                         this.beam_hiteffect,
1128                         last_origin,
1129                         beamdir * -1,
1130                         dt * 2
1131                 );
1132         }
1133         if(this.beam_hitlight[0])
1134         {
1135                 adddynamiclight(
1136                         last_origin,
1137                         this.beam_hitlight[0],
1138                         vec3(
1139                                 this.beam_hitlight[1],
1140                                 this.beam_hitlight[2],
1141                                 this.beam_hitlight[3]
1142                         )
1143                 );
1144         }
1145         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1146         {
1147                 pointparticles(
1148                         this.beam_muzzleeffect,
1149                         original_start_pos + wantdir * 20,
1150                         wantdir * 1000,
1151                         dt * 0.1
1152                 );
1153         }
1154         if(this.beam_muzzlelight[0])
1155         {
1156                 adddynamiclight(
1157                         original_start_pos + wantdir * 20,
1158                         this.beam_muzzlelight[0],
1159                         vec3(
1160                                 this.beam_muzzlelight[1],
1161                                 this.beam_muzzlelight[2],
1162                                 this.beam_muzzlelight[3]
1163                         )
1164                 );
1165         }
1166
1167         // cleanup
1168         Draw_ArcBeam_callback_entity = NULL;
1169         Draw_ArcBeam_callback_last_thickness = 0;
1170         Draw_ArcBeam_callback_last_top = '0 0 0';
1171         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1172 }
1173
1174 void Remove_ArcBeam(entity this)
1175 {
1176         delete(this.beam_muzzleentity);
1177         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1178 }
1179
1180 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1181 {
1182         int sf = ReadByte();
1183         int slot = ReadByte();
1184         entity flash;
1185
1186         this.beam_slot = slot;
1187
1188         if(isnew)
1189         {
1190                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1191
1192                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1193
1194                 // set other main attributes of the beam
1195                 this.draw = Draw_ArcBeam;
1196                 IL_PUSH(g_drawables, this);
1197                 this.entremove = Remove_ArcBeam;
1198                 this.move_time = time;
1199                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1200
1201                 flash = spawn();
1202                 flash.owner = this;
1203                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1204                 //flash.drawmask = MASK_NORMAL;
1205                 flash.solid = SOLID_NOT;
1206                 flash.avelocity_z = 5000;
1207                 setattachment(flash, this, "");
1208                 setorigin(flash, '0 0 0');
1209
1210                 this.beam_muzzleentity = flash;
1211         }
1212         else
1213         {
1214                 flash = this.beam_muzzleentity;
1215         }
1216
1217         if(sf & ARC_SF_SETTINGS) // settings information
1218         {
1219                 this.beam_degreespersegment = ReadShort();
1220                 this.beam_distancepersegment = ReadShort();
1221                 this.beam_maxangle = ReadShort();
1222                 this.beam_range = ReadCoord();
1223                 this.beam_returnspeed = ReadShort();
1224                 this.beam_tightness = (ReadByte() / 10);
1225
1226                 if(ReadByte())
1227                 {
1228                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1229                 }
1230                 else
1231                 {
1232                         this.beam_usevieworigin = 0;
1233                 }
1234
1235                 this.sv_entnum = ReadByte();
1236         }
1237
1238         if(!this.beam_usevieworigin)
1239         {
1240                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1241                 this.iflags = IFLAG_ORIGIN;
1242
1243                 InterpolateOrigin_Undo(this);
1244         }
1245
1246         if(sf & ARC_SF_START) // starting location
1247         {
1248                 this.origin = ReadVector();
1249         }
1250         else if(this.beam_usevieworigin) // infer the location from player location
1251         {
1252                 if(this.beam_usevieworigin == 2)
1253                 {
1254                         // use view origin
1255                         this.origin = view_origin;
1256                 }
1257                 else
1258                 {
1259                         // use player origin so that third person display still works
1260                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1261                 }
1262         }
1263
1264         setorigin(this, this.origin);
1265
1266         if(sf & ARC_SF_WANTDIR) // want/aim direction
1267         {
1268                 this.v_angle = ReadVector();
1269         }
1270
1271         if(sf & ARC_SF_BEAMDIR) // beam direction
1272         {
1273                 this.angles = ReadAngleVector();
1274         }
1275
1276         if(sf & ARC_SF_BEAMTYPE) // beam type
1277         {
1278                 this.beam_type = ReadByte();
1279
1280                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1281                 switch(this.beam_type)
1282                 {
1283                         case ARC_BT_MISS:
1284                         {
1285                                 this.beam_color = beamcolor;
1286                                 this.beam_alpha = 0.5;
1287                                 this.beam_thickness = 8;
1288                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1289                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1290                                 this.beam_hitlight[0] = 0;
1291                                 this.beam_hitlight[1] = 1;
1292                                 this.beam_hitlight[2] = 1;
1293                                 this.beam_hitlight[3] = 1;
1294                                 this.beam_muzzleeffect = EFFECT_Null;
1295                                 this.beam_muzzlelight[0] = 0;
1296                                 this.beam_muzzlelight[1] = 1;
1297                                 this.beam_muzzlelight[2] = 1;
1298                                 this.beam_muzzlelight[3] = 1;
1299                                 this.beam_image = "particles/lgbeam";
1300                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1301                                 {
1302                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1303                                         flash.alpha = this.beam_alpha;
1304                                         flash.colormod = this.beam_color;
1305                                         flash.scale = 0.35;
1306                                 }
1307                                 break;
1308                         }
1309                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1310                         {
1311                                 this.beam_color = beamcolor;
1312                                 this.beam_alpha = 0.5;
1313                                 this.beam_thickness = 8;
1314                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1315                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1316                                 this.beam_hitlight[0] = 0;
1317                                 this.beam_hitlight[1] = 1;
1318                                 this.beam_hitlight[2] = 1;
1319                                 this.beam_hitlight[3] = 1;
1320                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1321                                 this.beam_muzzlelight[0] = 0;
1322                                 this.beam_muzzlelight[1] = 1;
1323                                 this.beam_muzzlelight[2] = 1;
1324                                 this.beam_muzzlelight[3] = 1;
1325                                 this.beam_image = "particles/lgbeam";
1326                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1327                                 {
1328                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1329                                         flash.alpha = this.beam_alpha;
1330                                         flash.colormod = this.beam_color;
1331                                         flash.scale = 0.35;
1332                                 }
1333                                 break;
1334                         }
1335                         case ARC_BT_HEAL:
1336                         {
1337                                 this.beam_color = beamcolor;
1338                                 this.beam_alpha = 0.5;
1339                                 this.beam_thickness = 8;
1340                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1341                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1342                                 this.beam_hitlight[0] = 0;
1343                                 this.beam_hitlight[1] = 1;
1344                                 this.beam_hitlight[2] = 1;
1345                                 this.beam_hitlight[3] = 1;
1346                                 this.beam_muzzleeffect = EFFECT_Null;
1347                                 this.beam_muzzlelight[0] = 0;
1348                                 this.beam_muzzlelight[1] = 1;
1349                                 this.beam_muzzlelight[2] = 1;
1350                                 this.beam_muzzlelight[3] = 1;
1351                                 this.beam_image = "particles/lgbeam";
1352                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1353                                 {
1354                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1355                                         flash.alpha = this.beam_alpha;
1356                                         flash.colormod = this.beam_color;
1357                                         flash.scale = 0.35;
1358                                 }
1359                                 break;
1360                         }
1361                         case ARC_BT_HIT:
1362                         {
1363                                 this.beam_color = beamcolor;
1364                                 this.beam_alpha = 0.5;
1365                                 this.beam_thickness = 8;
1366                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1367                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1368                                 this.beam_hitlight[0] = 20;
1369                                 this.beam_hitlight[1] = 1;
1370                                 this.beam_hitlight[2] = 0;
1371                                 this.beam_hitlight[3] = 0;
1372                                 this.beam_muzzleeffect = EFFECT_Null;
1373                                 this.beam_muzzlelight[0] = 50;
1374                                 this.beam_muzzlelight[1] = 1;
1375                                 this.beam_muzzlelight[2] = 0;
1376                                 this.beam_muzzlelight[3] = 0;
1377                                 this.beam_image = "particles/lgbeam";
1378                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1379                                 {
1380                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1381                                         flash.alpha = this.beam_alpha;
1382                                         flash.colormod = this.beam_color;
1383                                         flash.scale = 0.35;
1384                                 }
1385                                 break;
1386                         }
1387                         case ARC_BT_BURST_MISS:
1388                         {
1389                                 this.beam_color = beamcolor;
1390                                 this.beam_alpha = 0.5;
1391                                 this.beam_thickness = 14;
1392                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1393                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1394                                 this.beam_hitlight[0] = 0;
1395                                 this.beam_hitlight[1] = 1;
1396                                 this.beam_hitlight[2] = 1;
1397                                 this.beam_hitlight[3] = 1;
1398                                 this.beam_muzzleeffect = EFFECT_Null;
1399                                 this.beam_muzzlelight[0] = 0;
1400                                 this.beam_muzzlelight[1] = 1;
1401                                 this.beam_muzzlelight[2] = 1;
1402                                 this.beam_muzzlelight[3] = 1;
1403                                 this.beam_image = "particles/lgbeam";
1404                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1405                                 {
1406                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1407                                         flash.alpha = this.beam_alpha;
1408                                         flash.colormod = this.beam_color;
1409                                         flash.scale = 0.35;
1410                                 }
1411                                 break;
1412                         }
1413                         case ARC_BT_BURST_WALL:
1414                         {
1415                                 this.beam_color = beamcolor;
1416                                 this.beam_alpha = 0.5;
1417                                 this.beam_thickness = 14;
1418                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1419                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1420                                 this.beam_hitlight[0] = 0;
1421                                 this.beam_hitlight[1] = 1;
1422                                 this.beam_hitlight[2] = 1;
1423                                 this.beam_hitlight[3] = 1;
1424                                 this.beam_muzzleeffect = EFFECT_Null;
1425                                 this.beam_muzzlelight[0] = 0;
1426                                 this.beam_muzzlelight[1] = 1;
1427                                 this.beam_muzzlelight[2] = 1;
1428                                 this.beam_muzzlelight[3] = 1;
1429                                 this.beam_image = "particles/lgbeam";
1430                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1431                                 {
1432                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1433                                         flash.alpha = this.beam_alpha;
1434                                         flash.colormod = this.beam_color;
1435                                         flash.scale = 0.35;
1436                                 }
1437                                 break;
1438                         }
1439                         case ARC_BT_BURST_HEAL:
1440                         {
1441                                 this.beam_color = beamcolor;
1442                                 this.beam_alpha = 0.5;
1443                                 this.beam_thickness = 14;
1444                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1445                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1446                                 this.beam_hitlight[0] = 0;
1447                                 this.beam_hitlight[1] = 1;
1448                                 this.beam_hitlight[2] = 1;
1449                                 this.beam_hitlight[3] = 1;
1450                                 this.beam_muzzleeffect = EFFECT_Null;
1451                                 this.beam_muzzlelight[0] = 0;
1452                                 this.beam_muzzlelight[1] = 1;
1453                                 this.beam_muzzlelight[2] = 1;
1454                                 this.beam_muzzlelight[3] = 1;
1455                                 this.beam_image = "particles/lgbeam";
1456                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1457                                 {
1458                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1459                                         flash.alpha = this.beam_alpha;
1460                                         flash.colormod = this.beam_color;
1461                                         flash.scale = 0.35;
1462                                 }
1463                                 break;
1464                         }
1465                         case ARC_BT_BURST_HIT:
1466                         {
1467                                 this.beam_color = beamcolor;
1468                                 this.beam_alpha = 0.5;
1469                                 this.beam_thickness = 14;
1470                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1471                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1472                                 this.beam_hitlight[0] = 0;
1473                                 this.beam_hitlight[1] = 1;
1474                                 this.beam_hitlight[2] = 1;
1475                                 this.beam_hitlight[3] = 1;
1476                                 this.beam_muzzleeffect = EFFECT_Null;
1477                                 this.beam_muzzlelight[0] = 0;
1478                                 this.beam_muzzlelight[1] = 1;
1479                                 this.beam_muzzlelight[2] = 1;
1480                                 this.beam_muzzlelight[3] = 1;
1481                                 this.beam_image = "particles/lgbeam";
1482                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1483                                 {
1484                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1485                                         flash.alpha = this.beam_alpha;
1486                                         flash.colormod = this.beam_color;
1487                                         flash.scale = 0.35;
1488                                 }
1489                                 break;
1490                         }
1491
1492                         // shouldn't be possible, but lets make it colorful if it does :D
1493                         default:
1494                         {
1495                                 this.beam_color = randomvec();
1496                                 this.beam_alpha = 1;
1497                                 this.beam_thickness = 8;
1498                                 this.beam_traileffect = NULL;
1499                                 this.beam_hiteffect = NULL;
1500                                 this.beam_hitlight[0] = 0;
1501                                 this.beam_hitlight[1] = 1;
1502                                 this.beam_hitlight[2] = 1;
1503                                 this.beam_hitlight[3] = 1;
1504                                 this.beam_muzzleeffect = EFFECT_Null;
1505                                 this.beam_muzzlelight[0] = 0;
1506                                 this.beam_muzzlelight[1] = 1;
1507                                 this.beam_muzzlelight[2] = 1;
1508                                 this.beam_muzzlelight[3] = 1;
1509                                 this.beam_image = "particles/lgbeam";
1510                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1511                                 {
1512                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1513                                         flash.alpha = this.beam_alpha;
1514                                         flash.colormod = this.beam_color;
1515                                         flash.scale = 0.35;
1516                                 }
1517                                 break;
1518                         }
1519                 }
1520         }
1521
1522         if(!this.beam_usevieworigin)
1523         {
1524                 InterpolateOrigin_Note(this);
1525         }
1526         return true;
1527 }
1528
1529 #endif