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