4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
9 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
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; }
18 WriteByte(MSG_ENTITY, sf);
19 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
21 if(sf & ARC_SF_SETTINGS) // settings information
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);
30 WriteByte(MSG_ENTITY, drawlocal);
31 WriteByte(MSG_ENTITY, etof(this.owner));
33 if(sf & ARC_SF_START) // starting location
35 WriteVector(MSG_ENTITY, this.beam_start);
37 if(sf & ARC_SF_WANTDIR) // want/aim direction
39 WriteVector(MSG_ENTITY, this.beam_wantdir);
41 if(sf & ARC_SF_BEAMDIR) // beam direction
43 WriteAngleVector(MSG_ENTITY, this.beam_dir);
45 if(sf & ARC_SF_BEAMTYPE) // beam type
47 WriteByte(MSG_ENTITY, this.beam_type);
53 void Reset_ArcBeam(entity player, vector forward)
55 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
57 .entity weaponentity = weaponentities[slot];
58 if(!player.(weaponentity).arc_beam)
60 player.(weaponentity).arc_beam.beam_dir = forward;
61 player.(weaponentity).arc_beam.beam_teleporttime = time;
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
67 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
69 player.arc_overheat = 0;
73 if ( player.(weaponentity).arc_beam )
74 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
76 if ( player.arc_overheat > time )
78 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79 * player.arc_cooldown;
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
86 player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
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);
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
100 W_Arc_Bolt_Explode(this, trigger);
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
105 if(GetResource(this, RES_HEALTH) <= 0)
108 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109 return; // g_projectiles_damage says to halt
111 TakeResource(this, RES_HEALTH, damage);
112 this.angles = vectoangles(this.velocity);
114 if(GetResource(this, RES_HEALTH) <= 0)
115 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
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);
125 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
126 this.angles = vectoangles(this.velocity);
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);
136 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
138 W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
140 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
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);
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);
155 settouch(missile, W_Arc_Bolt_Touch);
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');
166 set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
167 W_SetupProjVelocity_PRE(missile, arc, bolt_);
169 missile.angles = vectoangles(missile.velocity);
170 missile.flags = FL_PROJECTILE;
171 IL_PUSH(g_projectiles, missile);
172 missile.missile_flags = MIF_SPLASH;
174 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
176 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
178 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
179 if(actor.(weaponentity).misc_bulletcounter == 0)
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);
186 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
190 void W_Arc_Beam_Think(entity this)
192 .entity weaponentity = this.weaponentity_fld;
193 entity own = this.owner;
194 if(this != own.(weaponentity).arc_beam)
201 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
203 if(!this.beam_bursting)
204 this.beam_bursting = true;
205 burst = ARC_BT_BURSTMASK;
208 Weapon thiswep = WEP_ARC;
215 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
217 own.(weaponentity).m_switchweapon != WEP_ARC
219 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
223 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
226 if ( WEP_CVAR(arc, cooldown) > 0 )
228 float cooldown_speed = 0;
229 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
231 cooldown_speed = WEP_CVAR(arc, cooldown);
235 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
238 if ( cooldown_speed )
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;
245 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
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);
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))
256 // note: this doesn't force the switch
257 W_SwitchToOtherWeapon(own, weaponentity);
259 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
265 float coefficient = frametime;
266 if(!(own.items & IT_UNLIMITED_AMMO))
270 { rootammo = WEP_CVAR(arc, burst_ammo); }
272 { rootammo = WEP_CVAR(arc, beam_ammo); }
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)));
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 );
283 makevectors(own.v_angle);
292 WEP_CVAR(arc, beam_damage) * coefficient,
293 WEP_CVAR(arc, beam_range),
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;
302 // network information: shot origin and want/aim direction
303 if(this.beam_start != w_shotorg)
305 this.SendFlags |= ARC_SF_START;
306 this.beam_start = w_shotorg;
308 if(this.beam_wantdir != w_shotdir)
310 this.SendFlags |= ARC_SF_WANTDIR;
311 this.beam_wantdir = w_shotdir;
314 if(!this.beam_initialized)
316 this.beam_dir = w_shotdir;
317 this.beam_initialized = true;
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
324 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
327 if(this.beam_dir != w_shotdir)
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)))
338 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
339 float blendfactor = bound(
341 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
342 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
344 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
345 this.beam_dir = w_shotdir;
347 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
351 // the radius is not too far yet, no worries :D
352 float blendfactor = bound(
354 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
357 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
358 this.beam_dir = w_shotdir;
360 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
363 // network information: beam direction
364 this.SendFlags |= ARC_SF_BEAMDIR;
366 // calculate how many segments are needed
367 float max_allowed_segments;
369 if(WEP_CVAR(arc, beam_distancepersegment))
371 max_allowed_segments = min(
373 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
376 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
378 if(WEP_CVAR(arc, beam_degreespersegment))
385 WEP_CVAR(arc, beam_maxangle)
388 WEP_CVAR(arc, beam_degreespersegment)
393 else { segments = 1; }
395 else { segments = 1; }
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)));
401 float new_beam_type = 0;
402 vector last_origin = w_shotorg;
403 for(i = 1; i <= segments; ++i)
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)
411 vector new_origin = bezier_quadratic_getpoint(
416 vector new_dir = normalize(new_origin - last_origin);
418 WarpZone_traceline_antilag(
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);
439 trace_ent.classname == "body"
441 IS_MONSTER(trace_ent)
446 if(SAME_TEAM(own, trace_ent))
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)
454 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
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
463 if(roothealth || rootarmor)
464 new_beam_type = ARC_BT_HEAL;
466 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
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;
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)
484 { rootdamage = WEP_CVAR(arc, burst_damage); }
486 { rootdamage = WEP_CVAR(arc, beam_damage); }
489 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
491 if(accuracy_isgooddamage(own, trace_ent))
497 rootdamage * coefficient * falloff
505 rootdamage * coefficient * falloff,
509 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
512 new_beam_type = ARC_BT_HIT;
516 else if(trace_fraction != 1)
518 // we collided with geometry
519 new_beam_type = ARC_BT_WALL;
524 // te_explosion(trace_endpos);
526 // if we're bursting, use burst visual effects
527 new_beam_type |= burst;
529 // network information: beam type
530 if(new_beam_type != this.beam_type)
532 this.SendFlags |= ARC_SF_BEAMTYPE;
533 this.beam_type = new_beam_type;
536 own.(weaponentity).beam_prev = time;
537 this.nextthink = time;
540 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
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);
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);
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);
559 getthink(beam)(beam);
561 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
563 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
565 w_ready(thiswep, actor, weaponentity, fire);
569 // attack handled by the beam itself, this is just a loop to keep the attack happening!
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);
576 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
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
582 vector smoke_origin = w_shotorg + actor.velocity*frametime;
583 if ( actor.arc_overheat > time )
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) )
589 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
590 if ( !actor.arc_smoke_sound )
592 actor.arc_smoke_sound = 1;
593 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
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) )
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 );
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)
609 actor.arc_smoke_sound = 0;
610 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
614 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
616 if(WEP_CVAR(arc, beam_botaimspeed))
618 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
621 WEP_CVAR(arc, beam_botaimspeed),
623 WEP_CVAR(arc, beam_botaimlifetime),
629 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
639 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
641 Arc_Player_SetHeat(actor, weaponentity);
642 Arc_Smoke(thiswep, actor, weaponentity, fire);
644 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
646 if (time >= actor.arc_overheat)
647 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
650 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
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);
657 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
661 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
663 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
665 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
667 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
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;
680 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
682 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
683 if(!(actor.items & IT_UNLIMITED_AMMO))
685 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
686 w_ready(thiswep, actor, weaponentity, fire);
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);
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);
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);
705 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
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);
711 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
715 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
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);
724 METHOD(Arc, wr_init, void(entity thiswep))
726 if(!arc_shotorigin[0])
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);
734 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
736 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
738 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
740 if(WEP_CVAR(arc, bolt))
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);
747 return WEP_CVAR(arc, overheat_max) > 0 &&
748 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
750 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
752 if(w_deathtype & HITTYPE_SECONDARY)
753 return WEAPON_ARC_MURDER_SPRAY;
755 return WEAPON_ARC_MURDER;
757 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
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;
765 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
767 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
768 weapon_dropevent_item.arc_overheat > time )
770 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
771 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
774 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
776 actor.arc_overheat = 0;
777 actor.arc_cooldown = 0;
778 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
780 .entity weaponentity = weaponentities[slot];
781 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
784 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
786 actor.arc_overheat = 0;
787 actor.arc_cooldown = 0;
788 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
792 bool autocvar_cl_arcbeam_teamcolor = true;
793 bool autocvar_cl_arcbeam_simple = true;
797 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
799 if(w_deathtype & HITTYPE_SECONDARY)
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); }
808 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
810 entity beam = Draw_ArcBeam_callback_entity;
811 vector transformed_view_org;
812 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
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));
822 if(trace_fraction != 1)
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);
836 // decide upon thickness
837 float thickness = beam.beam_thickness;
839 // draw primary beam render
840 vector top = hitorigin + (thickdir * thickness);
841 vector bottom = hitorigin - (thickdir * thickness);
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);
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);
850 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
853 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
859 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
865 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
871 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
878 // draw trailing particles
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)
884 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
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);
896 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
897 e.beam_initialized = false;
899 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
900 e.beam_initialized = false;
904 void Draw_ArcBeam(entity this)
906 float dt = time - this.move_time;
907 this.move_time = time;
908 if(dt <= 0) { return; }
910 if(!this.beam_usevieworigin)
912 InterpolateOrigin_Do(this);
915 // origin = beam starting origin
916 // v_angle = wanted/aim direction
917 // angles = current direction of beam
920 vector wantdir; //= view_forward;
921 vector beamdir; //= this.beam_dir;
924 if(this.beam_usevieworigin)
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.
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];
938 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
940 // decide upon start position
941 if(this.beam_usevieworigin == 2)
942 { start_pos = warpzone_save_view_origin; }
944 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
946 { start_pos = this.origin; }
948 // trace forward with an estimation
951 start_pos + forward * this.beam_range,
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';
961 // untransform in case our trace went through a warpzone
962 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
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);
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)
972 this.beam_shotorigin = wepent.movedir;
973 origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
976 this.beam_shotorigin = '0 0 0';
978 start_pos = start_pos + origin_offset;
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;
984 // calculate the aim direction now
985 wantdir = normalize(end_pos - start_pos);
987 if(!this.beam_initialized)
989 this.beam_dir = wantdir;
990 this.beam_initialized = true;
992 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
995 if(this.beam_dir != wantdir)
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))
1006 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1007 float blendfactor = bound(
1009 (1 - (this.beam_returnspeed * dt)),
1010 min(this.beam_maxangle / angle, 1)
1012 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1016 // the radius is not too far yet, no worries :D
1017 float blendfactor = bound(
1019 (1 - (this.beam_returnspeed * dt)),
1022 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1025 // calculate how many segments are needed
1026 float max_allowed_segments;
1028 if(this.beam_distancepersegment)
1030 max_allowed_segments = min(
1032 1 + (vlen(wantdir / this.beam_distancepersegment))
1035 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1037 if(this.beam_degreespersegment)
1047 this.beam_degreespersegment
1049 max_allowed_segments
1052 else { segments = 1; }
1054 else { segments = 1; }
1056 // set the beam direction which the rest of the code will refer to
1057 beamdir = this.beam_dir;
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?
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;
1069 if(beamdir != wantdir)
1071 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1073 // calculate how many segments are needed
1074 float max_allowed_segments;
1076 if(this.beam_distancepersegment)
1078 max_allowed_segments = min(
1080 1 + (vlen(wantdir / this.beam_distancepersegment))
1083 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1085 if(this.beam_degreespersegment)
1095 this.beam_degreespersegment
1097 max_allowed_segments
1100 else { segments = 1; }
1102 else { segments = 1; }
1105 setorigin(this, start_pos);
1106 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1108 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1109 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
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;
1116 vector last_origin = start_pos;
1117 vector original_start_pos = start_pos;
1120 for(i = 1; i <= segments; ++i)
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)
1128 vector new_origin = bezier_quadratic_getpoint(
1134 WarpZone_TraceBox_ThroughZone(
1142 Draw_ArcBeam_callback
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);
1155 if(trace_fraction < 1) { break; }
1158 // visual effects for startpoint and endpoint
1159 if(this.beam_hiteffect)
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))
1166 this.beam_hiteffect,
1172 if(this.beam_hitlight[0])
1176 this.beam_hitlight[0],
1178 this.beam_hitlight[1],
1179 this.beam_hitlight[2],
1180 this.beam_hitlight[3]
1184 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1187 this.beam_muzzleeffect,
1188 original_start_pos + wantdir * 20,
1193 if(this.beam_muzzlelight[0])
1196 original_start_pos + wantdir * 20,
1197 this.beam_muzzlelight[0],
1199 this.beam_muzzlelight[1],
1200 this.beam_muzzlelight[2],
1201 this.beam_muzzlelight[3]
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';
1213 void Remove_ArcBeam(entity this)
1215 delete(this.beam_muzzleentity);
1216 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1219 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1221 int sf = ReadByte();
1222 int slot = ReadByte();
1225 this.beam_slot = slot;
1229 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1231 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
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);
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');
1249 this.beam_muzzleentity = flash;
1253 flash = this.beam_muzzleentity;
1256 if(sf & ARC_SF_SETTINGS) // settings information
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);
1267 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1271 this.beam_usevieworigin = 0;
1274 this.sv_entnum = ReadByte();
1277 if(!this.beam_usevieworigin)
1279 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1280 this.iflags = IFLAG_ORIGIN;
1282 InterpolateOrigin_Undo(this);
1285 if(sf & ARC_SF_START) // starting location
1287 this.origin = ReadVector();
1289 else if(this.beam_usevieworigin) // infer the location from player location
1291 if(this.beam_usevieworigin == 2)
1294 this.origin = view_origin;
1298 // use player origin so that third person display still works
1299 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1303 setorigin(this, this.origin);
1305 if(sf & ARC_SF_WANTDIR) // want/aim direction
1307 this.v_angle = ReadVector();
1310 if(sf & ARC_SF_BEAMDIR) // beam direction
1312 this.angles = ReadAngleVector();
1315 if(sf & ARC_SF_BEAMTYPE) // beam type
1317 this.beam_type = ReadByte();
1319 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1320 switch(this.beam_type)
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)
1341 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1342 flash.alpha = this.beam_alpha;
1343 flash.colormod = this.beam_color;
1348 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
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)
1367 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1368 flash.alpha = this.beam_alpha;
1369 flash.colormod = this.beam_color;
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)
1393 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1394 flash.alpha = this.beam_alpha;
1395 flash.colormod = this.beam_color;
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)
1419 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1420 flash.alpha = this.beam_alpha;
1421 flash.colormod = this.beam_color;
1426 case ARC_BT_BURST_MISS:
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)
1445 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1446 flash.alpha = this.beam_alpha;
1447 flash.colormod = this.beam_color;
1452 case ARC_BT_BURST_WALL:
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)
1471 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1472 flash.alpha = this.beam_alpha;
1473 flash.colormod = this.beam_color;
1478 case ARC_BT_BURST_HEAL:
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)
1497 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1498 flash.alpha = this.beam_alpha;
1499 flash.colormod = this.beam_color;
1504 case ARC_BT_BURST_HIT:
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)
1523 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1524 flash.alpha = this.beam_alpha;
1525 flash.colormod = this.beam_color;
1531 // shouldn't be possible, but lets make it colorful if it does :D
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)
1551 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1552 flash.alpha = this.beam_alpha;
1553 flash.colormod = this.beam_color;
1561 if(!this.beam_usevieworigin)
1563 InterpolateOrigin_Note(this);