]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/arc.qc
Fix Arc bolts bouncing more times than they're supposed to, rename the bounce_damage...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
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         if(this.cnt >= WEP_CVAR(arc, bolt_bounce_count) || !WEP_CVAR(arc, bolt_bounce_count) || toucher.takedamage == DAMAGE_AIM) {
122                 this.use(this, NULL, toucher);
123         } else {
124                 this.cnt++;
125                 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
126                 this.angles = vectoangles(this.velocity);
127                 this.owner = NULL;
128                 this.projectiledeathtype |= HITTYPE_BOUNCE;
129                 if(WEP_CVAR(arc, bolt_bounce_explode))
130                         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, toucher);
131                 if(this.cnt == 1 && WEP_CVAR(arc, bolt_bounce_lifetime))
132                         this.nextthink = time + WEP_CVAR(arc, bolt_bounce_lifetime);
133         }
134 }
135
136 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
137 {
138         W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
139
140         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
141
142         entity missile = new(missile);
143         missile.owner = missile.realowner = actor;
144         missile.bot_dodge = true;
145         IL_PUSH(g_bot_dodge, missile);
146         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
147
148         missile.takedamage = DAMAGE_YES;
149         SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
150         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
151         missile.event_damage = W_Arc_Bolt_Damage;
152         missile.damagedbycontents = true;
153         IL_PUSH(g_damagedbycontents, missile);
154
155         settouch(missile, W_Arc_Bolt_Touch);
156         missile.cnt = 0;
157         missile.use = W_Arc_Bolt_Explode_use;
158         setthink(missile, adaptor_think2use_hittype_splash);
159         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
160         PROJECTILE_MAKETRIGGER(missile);
161         missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
162         missile.weaponentity_fld = weaponentity;
163         setorigin(missile, w_shotorg);
164         setsize(missile, '0 0 0', '0 0 0');
165
166         set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
167         W_SetupProjVelocity_PRE(missile, arc, bolt_);
168
169         missile.angles = vectoangles(missile.velocity);
170         missile.flags = FL_PROJECTILE;
171         IL_PUSH(g_projectiles, missile);
172         missile.missile_flags = MIF_SPLASH;
173
174         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
175
176         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
177
178         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
179         if(actor.(weaponentity).misc_bulletcounter == 0)
180         {
181                 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, bolt_refire2) * W_WeaponRateFactor(actor);
182                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
183         }
184         else
185         {
186                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
187         }
188 }
189
190 void W_Arc_Beam_Think(entity this)
191 {
192         .entity weaponentity = this.weaponentity_fld;
193         entity own = this.owner;
194         if(this != own.(weaponentity).arc_beam)
195         {
196                 delete(this);
197                 return;
198         }
199
200         float burst = 0;
201         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
202         {
203                 if(!this.beam_bursting)
204                         this.beam_bursting = true;
205                 burst = ARC_BT_BURSTMASK;
206         }
207
208         Weapon thiswep = WEP_ARC;
209
210         if(
211                 !IS_PLAYER(own)
212                 ||
213                 IS_DEAD(own)
214                 ||
215                 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
216                 ||
217                 own.(weaponentity).m_switchweapon != WEP_ARC
218                 ||
219                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
220                 ||
221                 own.vehicle
222                 ||
223                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
224         )
225         {
226                 if ( WEP_CVAR(arc, cooldown) > 0 )
227                 {
228                         float cooldown_speed = 0;
229                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
230                         {
231                                 cooldown_speed = WEP_CVAR(arc, cooldown);
232                         }
233                         else if ( !burst )
234                         {
235                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
236                         }
237
238                         if ( cooldown_speed )
239                         {
240                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
241                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
242                                 own.arc_cooldown = cooldown_speed;
243                         }
244
245                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
246                         {
247                                 Send_Effect(EFFECT_ARC_OVERHEAT,
248                                         this.beam_start, this.beam_wantdir, 1 );
249                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
250                         }
251                 }
252
253                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
254                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
255                 {
256                         // note: this doesn't force the switch
257                         W_SwitchToOtherWeapon(own, weaponentity);
258                 }
259                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
260                 delete(this);
261                 return;
262         }
263
264         // decrease ammo
265         float coefficient = frametime;
266         if(!(own.items & IT_UNLIMITED_AMMO))
267         {
268                 float rootammo;
269                 if(burst)
270                         { rootammo = WEP_CVAR(arc, burst_ammo); }
271                 else
272                         { rootammo = WEP_CVAR(arc, beam_ammo); }
273
274                 if(rootammo)
275                 {
276                         coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
277                         SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
278                 }
279         }
280         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
281         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
282
283         makevectors(own.v_angle);
284
285         W_SetupShot_Range(
286                 own,
287                 weaponentity,
288                 true,
289                 0,
290                 SND_Null,
291                 0,
292                 WEP_CVAR(arc, beam_damage) * coefficient,
293                 WEP_CVAR(arc, beam_range),
294                 thiswep.m_id
295         );
296
297         // After teleport, "lock" the beam until the teleport is confirmed.
298         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
299                 w_shotdir = this.beam_dir;
300         }
301
302         // network information: shot origin and want/aim direction
303         if(this.beam_start != w_shotorg)
304         {
305                 this.SendFlags |= ARC_SF_START;
306                 this.beam_start = w_shotorg;
307         }
308         if(this.beam_wantdir != w_shotdir)
309         {
310                 this.SendFlags |= ARC_SF_WANTDIR;
311                 this.beam_wantdir = w_shotdir;
312         }
313
314         if(!this.beam_initialized)
315         {
316                 this.beam_dir = w_shotdir;
317                 this.beam_initialized = true;
318         }
319
320         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
321         // idea: blend together this.beam_dir with the inverted direction the player is moving in
322         // might have to make some special accomodation so that it only uses view_right and view_up
323
324         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
325
326         float segments;
327         if(this.beam_dir != w_shotdir)
328         {
329                 // calculate how much we're going to move the end of the beam to the want position
330                 // WEAPONTODO (server and client):
331                 // blendfactor never actually becomes 0 in this situation, which is a problem
332                 // regarding precision... this means that this.beam_dir and w_shotdir approach
333                 // eachother, however they never actually become the same value with this method.
334                 // Perhaps we should do some form of rounding/snapping?
335                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
336                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
337                 {
338                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
339                         float blendfactor = bound(
340                                 0,
341                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
342                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
343                         );
344                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
345                                 this.beam_dir = w_shotdir;
346                         else
347                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
348                 }
349                 else
350                 {
351                         // the radius is not too far yet, no worries :D
352                         float blendfactor = bound(
353                                 0,
354                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
355                                 1
356                         );
357                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
358                                 this.beam_dir = w_shotdir;
359                         else
360                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
361                 }
362
363                 // network information: beam direction
364                 this.SendFlags |= ARC_SF_BEAMDIR;
365
366                 // calculate how many segments are needed
367                 float max_allowed_segments;
368
369                 if(WEP_CVAR(arc, beam_distancepersegment))
370                 {
371                         max_allowed_segments = min(
372                                 ARC_MAX_SEGMENTS,
373                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
374                         );
375                 }
376                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
377
378                 if(WEP_CVAR(arc, beam_degreespersegment))
379                 {
380                         segments = bound(
381                                 1,
382                                 (
383                                         min(
384                                                 angle,
385                                                 WEP_CVAR(arc, beam_maxangle)
386                                         )
387                                         /
388                                         WEP_CVAR(arc, beam_degreespersegment)
389                                 ),
390                                 max_allowed_segments
391                         );
392                 }
393                 else { segments = 1; }
394         }
395         else { segments = 1; }
396
397         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
398         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
399
400         float i;
401         float new_beam_type = 0;
402         vector last_origin = w_shotorg;
403         for(i = 1; i <= segments; ++i)
404         {
405                 // WEAPONTODO (client):
406                 // In order to do nice fading and pointing on the starting segment, we must always
407                 // have that drawn as a separate triangle... However, that is difficult to do when
408                 // keeping in mind the above problems and also optimizing the amount of segments
409                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
410
411                 vector new_origin = bezier_quadratic_getpoint(
412                         w_shotorg,
413                         beam_controlpoint,
414                         beam_endpos,
415                         i / segments);
416                 vector new_dir = normalize(new_origin - last_origin);
417
418                 WarpZone_traceline_antilag(
419                         own,
420                         last_origin,
421                         new_origin,
422                         MOVE_NORMAL,
423                         own,
424                         ANTILAG_LATENCY(own)
425                 );
426
427                 // Do all the transforms for warpzones right now, as we already
428                 // "are" in the post-trace system (if we hit a player, that's
429                 // always BEHIND the last passed wz).
430                 last_origin = trace_endpos;
431                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
432                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
433                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
434                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
435
436                 bool is_player = (
437                         IS_PLAYER(trace_ent)
438                         ||
439                         trace_ent.classname == "body"
440                         ||
441                         IS_MONSTER(trace_ent)
442                 );
443
444                 if(trace_ent)
445                 {
446                         if(SAME_TEAM(own, trace_ent))
447                         {
448                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
449                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
450                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
451                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
452                                 if(IS_PLAYER(trace_ent) && rootarmor)
453                                 {
454                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
455                                         {
456                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
457                                                 trace_ent.pauserotarmor_finished = max(
458                                                         trace_ent.pauserotarmor_finished,
459                                                         time + autocvar_g_balance_pause_armor_rot
460                                                 );
461                                         }
462                                 }
463                                 if(roothealth || rootarmor)
464                                         new_beam_type = ARC_BT_HEAL;
465                         }
466                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
467                         {
468                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
469                                 // NO. trace_endpos should be just fine. If not,
470                                 // that's an engine bug that needs proper debugging.
471                                 vector hitorigin = trace_endpos;
472
473                                 float falloff = ExponentialFalloff(
474                                         WEP_CVAR(arc, beam_falloff_mindist),
475                                         WEP_CVAR(arc, beam_falloff_maxdist),
476                                         WEP_CVAR(arc, beam_falloff_halflifedist),
477                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
478                                 );
479
480                                 float rootdamage;
481                                 if(is_player)
482                                 {
483                                         if(burst)
484                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
485                                         else
486                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
487                                 }
488                                 else
489                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
490
491                                 if(accuracy_isgooddamage(own, trace_ent))
492                                 {
493                                         accuracy_add(
494                                                 own,
495                                                 WEP_ARC,
496                                                 0,
497                                                 rootdamage * coefficient * falloff
498                                         );
499                                 }
500
501                                 Damage(
502                                         trace_ent,
503                                         own,
504                                         own,
505                                         rootdamage * coefficient * falloff,
506                                         WEP_ARC.m_id,
507                                         weaponentity,
508                                         hitorigin,
509                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
510                                 );
511
512                                 new_beam_type = ARC_BT_HIT;
513                         }
514                         break;
515                 }
516                 else if(trace_fraction != 1)
517                 {
518                         // we collided with geometry
519                         new_beam_type = ARC_BT_WALL;
520                         break;
521                 }
522         }
523
524         // te_explosion(trace_endpos);
525
526         // if we're bursting, use burst visual effects
527         new_beam_type |= burst;
528
529         // network information: beam type
530         if(new_beam_type != this.beam_type)
531         {
532                 this.SendFlags |= ARC_SF_BEAMTYPE;
533                 this.beam_type = new_beam_type;
534         }
535
536         own.(weaponentity).beam_prev = time;
537         this.nextthink = time;
538 }
539
540 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
541 {
542
543         // only play fire sound if 1 sec has passed since player let go the fire button
544         if(time - actor.(weaponentity).beam_prev > 1)
545                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
546
547         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
548         beam.weaponentity_fld = weaponentity;
549         beam.solid = SOLID_NOT;
550         setthink(beam, W_Arc_Beam_Think);
551         beam.owner = actor;
552         set_movetype(beam, MOVETYPE_NONE);
553         beam.bot_dodge = true;
554         IL_PUSH(g_bot_dodge, beam);
555         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
556         beam.beam_bursting = burst;
557         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
558
559         getthink(beam)(beam);
560 }
561 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
562 {
563         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
564         {
565                 w_ready(thiswep, actor, weaponentity, fire);
566                 return;
567         }
568
569         // attack handled by the beam itself, this is just a loop to keep the attack happening!
570
571         // NOTE: arc doesn't use a refire
572         //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
573         actor.(weaponentity).wframe = WFRAME_FIRE1;
574         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
575 }
576 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
577 {
578         // TODO: spamming this without checking any refires is asking for trouble!
579         makevectors(actor.v_angle);
580         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
581
582         vector smoke_origin = w_shotorg + actor.velocity*frametime;
583         if ( actor.arc_overheat > time )
584         {
585                 if ( random() < actor.(weaponentity).arc_heat_percent )
586                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
587                 if ( (fire & 1) || (fire & 2) )
588                 {
589                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
590                         if ( !actor.arc_smoke_sound )
591                         {
592                                 actor.arc_smoke_sound = 1;
593                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
594                         }
595                 }
596         }
597         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
598                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
599         {
600                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
601                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
602                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
603         }
604
605         bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
606         bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
607         if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
608         {
609                 actor.arc_smoke_sound = 0;
610                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
611         }
612 }
613
614 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
615 {
616     if(WEP_CVAR(arc, beam_botaimspeed))
617     {
618         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
619                 actor,
620                 weaponentity,
621             WEP_CVAR(arc, beam_botaimspeed),
622             0,
623             WEP_CVAR(arc, beam_botaimlifetime),
624             false
625         );
626     }
627     else
628     {
629         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
630                 actor,
631                 weaponentity,
632             1000000,
633             0,
634             0.001,
635             false
636         );
637     }
638 }
639 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
640 {
641     Arc_Player_SetHeat(actor, weaponentity);
642     Arc_Smoke(thiswep, actor, weaponentity, fire);
643
644     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
645
646     if (time >= actor.arc_overheat)
647     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
648     {
649         #if 0
650         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
651         {
652             #if 0
653             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
654                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
655             else
656             #endif
657                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
658         }
659         #endif
660
661         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
662         {
663             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
664             {
665                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
666
667                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
668                 {
669                         actor.(weaponentity).wframe = WFRAME_FIRE1;
670                     weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
671                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
672                 }
673             }
674         }
675
676         return;
677     }
678     else if(fire & 2)
679     {
680         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
681         {
682                 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
683             if(!(actor.items & IT_UNLIMITED_AMMO))
684             {
685                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
686                 w_ready(thiswep, actor, weaponentity, fire);
687                 return;
688             }
689             float ammo_available = GetResource(actor, thiswep.ammo_type);
690             // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
691             // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
692             float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
693             int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
694
695             // We also don't want to use 3 rounds if there's only 2 left.
696             int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
697             W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
698
699             // Bursting counts up to 0 from a negative.
700             actor.(weaponentity).misc_bulletcounter = -to_shoot;
701             W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
702         }
703     }
704
705     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
706     {
707         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
708         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
709         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
710     }
711     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
712
713     #if 0
714     if(fire & 2)
715     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
716     {
717         W_Arc_Attack2();
718         actor.arc_count = autocvar_g_balance_arc_secondary_count;
719         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
720         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
721     }
722     #endif
723 }
724 METHOD(Arc, wr_init, void(entity thiswep))
725 {
726     if(!arc_shotorigin[0])
727     {
728         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
729         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
730         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
731         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
732     }
733 }
734 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
735 {
736     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
737 }
738 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
739 {
740     if(WEP_CVAR(arc, bolt))
741     {
742         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
743         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
744         return ammo_amount;
745     }
746     else
747         return WEP_CVAR(arc, overheat_max) > 0 &&
748             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
749 }
750 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
751 {
752     if(w_deathtype & HITTYPE_SECONDARY)
753         return WEAPON_ARC_MURDER_SPRAY;
754     else
755         return WEAPON_ARC_MURDER;
756 }
757 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
758 {
759     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
760     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
761     actor.arc_overheat = 0;
762     actor.arc_cooldown = 0;
763     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
764 }
765 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
766 {
767     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
768         weapon_dropevent_item.arc_overheat > time )
769     {
770         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
771         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
772     }
773 }
774 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
775 {
776     actor.arc_overheat = 0;
777     actor.arc_cooldown = 0;
778     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
779     {
780         .entity weaponentity = weaponentities[slot];
781         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
782     }
783 }
784 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
785 {
786     actor.arc_overheat = 0;
787     actor.arc_cooldown = 0;
788     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
789 }
790 #endif
791 #ifdef CSQC
792 bool autocvar_cl_arcbeam_teamcolor = true;
793 bool autocvar_cl_arcbeam_simple = true;
794
795 .int beam_slot;
796
797 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
798 {
799     if(w_deathtype & HITTYPE_SECONDARY)
800     {
801         vector org2;
802         org2 = w_org + w_backoff * 6;
803         pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
804         if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
805     }
806 }
807
808 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
809 {
810         entity beam = Draw_ArcBeam_callback_entity;
811         vector transformed_view_org;
812         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
813
814         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
815         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
816         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
817
818         vector hitorigin;
819
820         // draw segment
821         #if 0
822         if(trace_fraction != 1)
823         {
824                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
825                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
826                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
827         }
828         else
829         {
830                 hitorigin = hit;
831         }
832         #else
833         hitorigin = hit;
834         #endif
835
836         // decide upon thickness
837         float thickness = beam.beam_thickness;
838
839         // draw primary beam render
840         vector top    = hitorigin + (thickdir * thickness);
841         vector bottom = hitorigin - (thickdir * thickness);
842
843         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
844         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
845
846         if(autocvar_cl_arcbeam_simple)
847                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
848         else
849         {
850                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
851                 R_PolygonVertex(
852                         top,
853                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
854                         beam.beam_color,
855                         beam.beam_alpha
856                 );
857                 R_PolygonVertex(
858                         last_top,
859                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
860                         beam.beam_color,
861                         beam.beam_alpha
862                 );
863                 R_PolygonVertex(
864                         last_bottom,
865                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
866                         beam.beam_color,
867                         beam.beam_alpha
868                 );
869                 R_PolygonVertex(
870                         bottom,
871                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
872                         beam.beam_color,
873                         beam.beam_alpha
874                 );
875                 R_EndPolygon();
876         }
877
878         // draw trailing particles
879         // NOTES:
880         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
881         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
882         if(beam.beam_traileffect)
883         {
884                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
885         }
886
887         // set up for the next
888         Draw_ArcBeam_callback_last_thickness = thickness;
889         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
890         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
891 }
892
893 void Reset_ArcBeam()
894 {
895         entity e;
896         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
897                 e.beam_initialized = false;
898         }
899         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
900                 e.beam_initialized = false;
901         }
902 }
903
904 void Draw_ArcBeam(entity this)
905 {
906         float dt = time - this.move_time;
907         this.move_time = time;
908         if(dt <= 0) { return; }
909
910         if(!this.beam_usevieworigin)
911         {
912                 InterpolateOrigin_Do(this);
913         }
914
915         // origin = beam starting origin
916         // v_angle = wanted/aim direction
917         // angles = current direction of beam
918
919         vector start_pos;
920         vector wantdir; //= view_forward;
921         vector beamdir; //= this.beam_dir;
922
923         float segments;
924         if(this.beam_usevieworigin)
925         {
926                 // WEAPONTODO:
927                 // Currently we have to replicate nearly the same method of figuring
928                 // out the shotdir that the server does... Ideally in the future we
929                 // should be able to acquire this from a generalized function built
930                 // into a weapon system for client code.
931
932                 // find where we are aiming
933                 vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
934                 vector forward, right, up;
935                 MAKE_VECTORS(myviewangle, forward, right, up);
936                 entity wepent = viewmodels[this.beam_slot];
937
938                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
939
940                 // decide upon start position
941                 if(this.beam_usevieworigin == 2)
942                         { start_pos = warpzone_save_view_origin; }
943                 else if(csqcplayer)
944                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
945                 else
946                         { start_pos = this.origin; }
947
948                 // trace forward with an estimation
949                 WarpZone_TraceLine(
950                         start_pos,
951                         start_pos + forward * this.beam_range,
952                         MOVE_NOMONSTERS,
953                         this
954                 );
955
956                 int v_shot_idx;  // used later
957                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
958                 if(v_shot_idx && this.beam_usevieworigin == 2)
959                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
960
961                 // untransform in case our trace went through a warpzone
962                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
963
964                 // un-adjust trueaim if shotend is too close
965                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
966                         end_pos = start_pos + (forward * g_trueaim_minrange);
967
968                 // move shot origin to the actual gun muzzle origin
969                 vector origin_offset = '0 0 0';
970                 if(!v_shot_idx || this.beam_usevieworigin != 2)
971                 {
972                         this.beam_shotorigin = wepent.movedir;
973                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
974                 }
975                 else
976                         this.beam_shotorigin = '0 0 0';
977
978                 start_pos = start_pos + origin_offset;
979
980                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
981                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
982                 start_pos = trace_endpos;
983
984                 // calculate the aim direction now
985                 wantdir = normalize(end_pos - start_pos);
986
987                 if(!this.beam_initialized)
988                 {
989                         this.beam_dir = wantdir;
990                         this.beam_initialized = true;
991
992                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
993                 }
994
995                 if(this.beam_dir != wantdir)
996                 {
997                         // calculate how much we're going to move the end of the beam to the want position
998                         // WEAPONTODO (server and client):
999                         // blendfactor never actually becomes 0 in this situation, which is a problem
1000                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1001                         // eachother, however they never actually become the same value with this method.
1002                         // Perhaps we should do some form of rounding/snapping?
1003                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1004                         if(angle && (angle > this.beam_maxangle))
1005                         {
1006                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1007                                 float blendfactor = bound(
1008                                         0,
1009                                         (1 - (this.beam_returnspeed * dt)),
1010                                         min(this.beam_maxangle / angle, 1)
1011                                 );
1012                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1013                         }
1014                         else
1015                         {
1016                                 // the radius is not too far yet, no worries :D
1017                                 float blendfactor = bound(
1018                                         0,
1019                                         (1 - (this.beam_returnspeed * dt)),
1020                                         1
1021                                 );
1022                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1023                         }
1024
1025                         // calculate how many segments are needed
1026                         float max_allowed_segments;
1027
1028                         if(this.beam_distancepersegment)
1029                         {
1030                                 max_allowed_segments = min(
1031                                         ARC_MAX_SEGMENTS,
1032                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1033                                 );
1034                         }
1035                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1036
1037                         if(this.beam_degreespersegment)
1038                         {
1039                                 segments = bound(
1040                                         1,
1041                                         (
1042                                                 min(
1043                                                         angle,
1044                                                         this.beam_maxangle
1045                                                 )
1046                                                 /
1047                                                 this.beam_degreespersegment
1048                                         ),
1049                                         max_allowed_segments
1050                                 );
1051                         }
1052                         else { segments = 1; }
1053                 }
1054                 else { segments = 1; }
1055
1056                 // set the beam direction which the rest of the code will refer to
1057                 beamdir = this.beam_dir;
1058
1059                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1060                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1061         }
1062         else
1063         {
1064                 // set the values from the provided info from the networked entity
1065                 start_pos = this.origin;
1066                 wantdir = this.v_angle;
1067                 beamdir = this.angles;
1068
1069                 if(beamdir != wantdir)
1070                 {
1071                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1072
1073                         // calculate how many segments are needed
1074                         float max_allowed_segments;
1075
1076                         if(this.beam_distancepersegment)
1077                         {
1078                                 max_allowed_segments = min(
1079                                         ARC_MAX_SEGMENTS,
1080                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1081                                 );
1082                         }
1083                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1084
1085                         if(this.beam_degreespersegment)
1086                         {
1087                                 segments = bound(
1088                                         1,
1089                                         (
1090                                                 min(
1091                                                         angle,
1092                                                         this.beam_maxangle
1093                                                 )
1094                                                 /
1095                                                 this.beam_degreespersegment
1096                                         ),
1097                                         max_allowed_segments
1098                                 );
1099                         }
1100                         else { segments = 1; }
1101                 }
1102                 else { segments = 1; }
1103         }
1104
1105         setorigin(this, start_pos);
1106         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1107
1108         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1109         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1110
1111         Draw_ArcBeam_callback_entity = this;
1112         Draw_ArcBeam_callback_last_thickness = 0;
1113         Draw_ArcBeam_callback_last_top = start_pos;
1114         Draw_ArcBeam_callback_last_bottom = start_pos;
1115
1116         vector last_origin = start_pos;
1117         vector original_start_pos = start_pos;
1118
1119         float i;
1120         for(i = 1; i <= segments; ++i)
1121         {
1122                 // WEAPONTODO (client):
1123                 // In order to do nice fading and pointing on the starting segment, we must always
1124                 // have that drawn as a separate triangle... However, that is difficult to do when
1125                 // keeping in mind the above problems and also optimizing the amount of segments
1126                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1127
1128                 vector new_origin = bezier_quadratic_getpoint(
1129                         start_pos,
1130                         beam_controlpoint,
1131                         beam_endpos,
1132                         i / segments);
1133
1134                 WarpZone_TraceBox_ThroughZone(
1135                         last_origin,
1136                         '0 0 0',
1137                         '0 0 0',
1138                         new_origin,
1139                         MOVE_NORMAL,
1140                         NULL,
1141                         NULL,
1142                         Draw_ArcBeam_callback
1143                 );
1144
1145                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1146                 // system (if we hit a player, that's always BEHIND the last passed wz).
1147                 last_origin = trace_endpos;
1148                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1149                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1150                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1151                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1152                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1153                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1154
1155                 if(trace_fraction < 1) { break; }
1156         }
1157
1158         // visual effects for startpoint and endpoint
1159         if(this.beam_hiteffect)
1160         {
1161                 // FIXME we really should do this on the server so it actually
1162                 // matches gameplay. What this client side stuff is doing is no
1163                 // more than guesswork.
1164                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1165                 pointparticles(
1166                         this.beam_hiteffect,
1167                         last_origin,
1168                         beamdir * -1,
1169                         dt * 2
1170                 );
1171         }
1172         if(this.beam_hitlight[0])
1173         {
1174                 adddynamiclight(
1175                         last_origin,
1176                         this.beam_hitlight[0],
1177                         vec3(
1178                                 this.beam_hitlight[1],
1179                                 this.beam_hitlight[2],
1180                                 this.beam_hitlight[3]
1181                         )
1182                 );
1183         }
1184         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1185         {
1186                 pointparticles(
1187                         this.beam_muzzleeffect,
1188                         original_start_pos + wantdir * 20,
1189                         wantdir * 1000,
1190                         dt * 0.1
1191                 );
1192         }
1193         if(this.beam_muzzlelight[0])
1194         {
1195                 adddynamiclight(
1196                         original_start_pos + wantdir * 20,
1197                         this.beam_muzzlelight[0],
1198                         vec3(
1199                                 this.beam_muzzlelight[1],
1200                                 this.beam_muzzlelight[2],
1201                                 this.beam_muzzlelight[3]
1202                         )
1203                 );
1204         }
1205
1206         // cleanup
1207         Draw_ArcBeam_callback_entity = NULL;
1208         Draw_ArcBeam_callback_last_thickness = 0;
1209         Draw_ArcBeam_callback_last_top = '0 0 0';
1210         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1211 }
1212
1213 void Remove_ArcBeam(entity this)
1214 {
1215         delete(this.beam_muzzleentity);
1216         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1217 }
1218
1219 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1220 {
1221         int sf = ReadByte();
1222         int slot = ReadByte();
1223         entity flash;
1224
1225         this.beam_slot = slot;
1226
1227         if(isnew)
1228         {
1229                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1230
1231                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1232
1233                 // set other main attributes of the beam
1234                 this.draw = Draw_ArcBeam;
1235                 IL_PUSH(g_drawables, this);
1236                 this.entremove = Remove_ArcBeam;
1237                 this.move_time = time;
1238                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1239
1240                 flash = spawn();
1241                 flash.owner = this;
1242                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1243                 //flash.drawmask = MASK_NORMAL;
1244                 flash.solid = SOLID_NOT;
1245                 flash.avelocity_z = 5000;
1246                 setattachment(flash, this, "");
1247                 setorigin(flash, '0 0 0');
1248
1249                 this.beam_muzzleentity = flash;
1250         }
1251         else
1252         {
1253                 flash = this.beam_muzzleentity;
1254         }
1255
1256         if(sf & ARC_SF_SETTINGS) // settings information
1257         {
1258                 this.beam_degreespersegment = ReadShort();
1259                 this.beam_distancepersegment = ReadShort();
1260                 this.beam_maxangle = ReadShort();
1261                 this.beam_range = ReadCoord();
1262                 this.beam_returnspeed = ReadShort();
1263                 this.beam_tightness = (ReadByte() / 10);
1264
1265                 if(ReadByte())
1266                 {
1267                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1268                 }
1269                 else
1270                 {
1271                         this.beam_usevieworigin = 0;
1272                 }
1273
1274                 this.sv_entnum = ReadByte();
1275         }
1276
1277         if(!this.beam_usevieworigin)
1278         {
1279                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1280                 this.iflags = IFLAG_ORIGIN;
1281
1282                 InterpolateOrigin_Undo(this);
1283         }
1284
1285         if(sf & ARC_SF_START) // starting location
1286         {
1287                 this.origin = ReadVector();
1288         }
1289         else if(this.beam_usevieworigin) // infer the location from player location
1290         {
1291                 if(this.beam_usevieworigin == 2)
1292                 {
1293                         // use view origin
1294                         this.origin = view_origin;
1295                 }
1296                 else
1297                 {
1298                         // use player origin so that third person display still works
1299                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1300                 }
1301         }
1302
1303         setorigin(this, this.origin);
1304
1305         if(sf & ARC_SF_WANTDIR) // want/aim direction
1306         {
1307                 this.v_angle = ReadVector();
1308         }
1309
1310         if(sf & ARC_SF_BEAMDIR) // beam direction
1311         {
1312                 this.angles = ReadAngleVector();
1313         }
1314
1315         if(sf & ARC_SF_BEAMTYPE) // beam type
1316         {
1317                 this.beam_type = ReadByte();
1318
1319                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1320                 switch(this.beam_type)
1321                 {
1322                         case ARC_BT_MISS:
1323                         {
1324                                 this.beam_color = beamcolor;
1325                                 this.beam_alpha = 0.5;
1326                                 this.beam_thickness = 8;
1327                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1328                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1329                                 this.beam_hitlight[0] = 0;
1330                                 this.beam_hitlight[1] = 1;
1331                                 this.beam_hitlight[2] = 1;
1332                                 this.beam_hitlight[3] = 1;
1333                                 this.beam_muzzleeffect = EFFECT_Null;
1334                                 this.beam_muzzlelight[0] = 0;
1335                                 this.beam_muzzlelight[1] = 1;
1336                                 this.beam_muzzlelight[2] = 1;
1337                                 this.beam_muzzlelight[3] = 1;
1338                                 this.beam_image = "particles/lgbeam";
1339                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1340                                 {
1341                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1342                                         flash.alpha = this.beam_alpha;
1343                                         flash.colormod = this.beam_color;
1344                                         flash.scale = 0.35;
1345                                 }
1346                                 break;
1347                         }
1348                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1349                         {
1350                                 this.beam_color = beamcolor;
1351                                 this.beam_alpha = 0.5;
1352                                 this.beam_thickness = 8;
1353                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1354                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1355                                 this.beam_hitlight[0] = 0;
1356                                 this.beam_hitlight[1] = 1;
1357                                 this.beam_hitlight[2] = 1;
1358                                 this.beam_hitlight[3] = 1;
1359                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1360                                 this.beam_muzzlelight[0] = 0;
1361                                 this.beam_muzzlelight[1] = 1;
1362                                 this.beam_muzzlelight[2] = 1;
1363                                 this.beam_muzzlelight[3] = 1;
1364                                 this.beam_image = "particles/lgbeam";
1365                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1366                                 {
1367                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1368                                         flash.alpha = this.beam_alpha;
1369                                         flash.colormod = this.beam_color;
1370                                         flash.scale = 0.35;
1371                                 }
1372                                 break;
1373                         }
1374                         case ARC_BT_HEAL:
1375                         {
1376                                 this.beam_color = beamcolor;
1377                                 this.beam_alpha = 0.5;
1378                                 this.beam_thickness = 8;
1379                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1380                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1381                                 this.beam_hitlight[0] = 0;
1382                                 this.beam_hitlight[1] = 1;
1383                                 this.beam_hitlight[2] = 1;
1384                                 this.beam_hitlight[3] = 1;
1385                                 this.beam_muzzleeffect = EFFECT_Null;
1386                                 this.beam_muzzlelight[0] = 0;
1387                                 this.beam_muzzlelight[1] = 1;
1388                                 this.beam_muzzlelight[2] = 1;
1389                                 this.beam_muzzlelight[3] = 1;
1390                                 this.beam_image = "particles/lgbeam";
1391                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1392                                 {
1393                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1394                                         flash.alpha = this.beam_alpha;
1395                                         flash.colormod = this.beam_color;
1396                                         flash.scale = 0.35;
1397                                 }
1398                                 break;
1399                         }
1400                         case ARC_BT_HIT:
1401                         {
1402                                 this.beam_color = beamcolor;
1403                                 this.beam_alpha = 0.5;
1404                                 this.beam_thickness = 8;
1405                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1406                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1407                                 this.beam_hitlight[0] = 20;
1408                                 this.beam_hitlight[1] = 1;
1409                                 this.beam_hitlight[2] = 0;
1410                                 this.beam_hitlight[3] = 0;
1411                                 this.beam_muzzleeffect = EFFECT_Null;
1412                                 this.beam_muzzlelight[0] = 50;
1413                                 this.beam_muzzlelight[1] = 1;
1414                                 this.beam_muzzlelight[2] = 0;
1415                                 this.beam_muzzlelight[3] = 0;
1416                                 this.beam_image = "particles/lgbeam";
1417                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1418                                 {
1419                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1420                                         flash.alpha = this.beam_alpha;
1421                                         flash.colormod = this.beam_color;
1422                                         flash.scale = 0.35;
1423                                 }
1424                                 break;
1425                         }
1426                         case ARC_BT_BURST_MISS:
1427                         {
1428                                 this.beam_color = beamcolor;
1429                                 this.beam_alpha = 0.5;
1430                                 this.beam_thickness = 14;
1431                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1432                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1433                                 this.beam_hitlight[0] = 0;
1434                                 this.beam_hitlight[1] = 1;
1435                                 this.beam_hitlight[2] = 1;
1436                                 this.beam_hitlight[3] = 1;
1437                                 this.beam_muzzleeffect = EFFECT_Null;
1438                                 this.beam_muzzlelight[0] = 0;
1439                                 this.beam_muzzlelight[1] = 1;
1440                                 this.beam_muzzlelight[2] = 1;
1441                                 this.beam_muzzlelight[3] = 1;
1442                                 this.beam_image = "particles/lgbeam";
1443                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1444                                 {
1445                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1446                                         flash.alpha = this.beam_alpha;
1447                                         flash.colormod = this.beam_color;
1448                                         flash.scale = 0.35;
1449                                 }
1450                                 break;
1451                         }
1452                         case ARC_BT_BURST_WALL:
1453                         {
1454                                 this.beam_color = beamcolor;
1455                                 this.beam_alpha = 0.5;
1456                                 this.beam_thickness = 14;
1457                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1458                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1459                                 this.beam_hitlight[0] = 0;
1460                                 this.beam_hitlight[1] = 1;
1461                                 this.beam_hitlight[2] = 1;
1462                                 this.beam_hitlight[3] = 1;
1463                                 this.beam_muzzleeffect = EFFECT_Null;
1464                                 this.beam_muzzlelight[0] = 0;
1465                                 this.beam_muzzlelight[1] = 1;
1466                                 this.beam_muzzlelight[2] = 1;
1467                                 this.beam_muzzlelight[3] = 1;
1468                                 this.beam_image = "particles/lgbeam";
1469                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1470                                 {
1471                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1472                                         flash.alpha = this.beam_alpha;
1473                                         flash.colormod = this.beam_color;
1474                                         flash.scale = 0.35;
1475                                 }
1476                                 break;
1477                         }
1478                         case ARC_BT_BURST_HEAL:
1479                         {
1480                                 this.beam_color = beamcolor;
1481                                 this.beam_alpha = 0.5;
1482                                 this.beam_thickness = 14;
1483                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1484                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1485                                 this.beam_hitlight[0] = 0;
1486                                 this.beam_hitlight[1] = 1;
1487                                 this.beam_hitlight[2] = 1;
1488                                 this.beam_hitlight[3] = 1;
1489                                 this.beam_muzzleeffect = EFFECT_Null;
1490                                 this.beam_muzzlelight[0] = 0;
1491                                 this.beam_muzzlelight[1] = 1;
1492                                 this.beam_muzzlelight[2] = 1;
1493                                 this.beam_muzzlelight[3] = 1;
1494                                 this.beam_image = "particles/lgbeam";
1495                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1496                                 {
1497                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1498                                         flash.alpha = this.beam_alpha;
1499                                         flash.colormod = this.beam_color;
1500                                         flash.scale = 0.35;
1501                                 }
1502                                 break;
1503                         }
1504                         case ARC_BT_BURST_HIT:
1505                         {
1506                                 this.beam_color = beamcolor;
1507                                 this.beam_alpha = 0.5;
1508                                 this.beam_thickness = 14;
1509                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1510                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1511                                 this.beam_hitlight[0] = 0;
1512                                 this.beam_hitlight[1] = 1;
1513                                 this.beam_hitlight[2] = 1;
1514                                 this.beam_hitlight[3] = 1;
1515                                 this.beam_muzzleeffect = EFFECT_Null;
1516                                 this.beam_muzzlelight[0] = 0;
1517                                 this.beam_muzzlelight[1] = 1;
1518                                 this.beam_muzzlelight[2] = 1;
1519                                 this.beam_muzzlelight[3] = 1;
1520                                 this.beam_image = "particles/lgbeam";
1521                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1522                                 {
1523                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1524                                         flash.alpha = this.beam_alpha;
1525                                         flash.colormod = this.beam_color;
1526                                         flash.scale = 0.35;
1527                                 }
1528                                 break;
1529                         }
1530
1531                         // shouldn't be possible, but lets make it colorful if it does :D
1532                         default:
1533                         {
1534                                 this.beam_color = randomvec();
1535                                 this.beam_alpha = 1;
1536                                 this.beam_thickness = 8;
1537                                 this.beam_traileffect = NULL;
1538                                 this.beam_hiteffect = NULL;
1539                                 this.beam_hitlight[0] = 0;
1540                                 this.beam_hitlight[1] = 1;
1541                                 this.beam_hitlight[2] = 1;
1542                                 this.beam_hitlight[3] = 1;
1543                                 this.beam_muzzleeffect = EFFECT_Null;
1544                                 this.beam_muzzlelight[0] = 0;
1545                                 this.beam_muzzlelight[1] = 1;
1546                                 this.beam_muzzlelight[2] = 1;
1547                                 this.beam_muzzlelight[3] = 1;
1548                                 this.beam_image = "particles/lgbeam";
1549                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1550                                 {
1551                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1552                                         flash.alpha = this.beam_alpha;
1553                                         flash.colormod = this.beam_color;
1554                                         flash.scale = 0.35;
1555                                 }
1556                                 break;
1557                         }
1558                 }
1559         }
1560
1561         if(!this.beam_usevieworigin)
1562         {
1563                 InterpolateOrigin_Note(this);
1564         }
1565         return true;
1566 }
1567
1568 #endif