5 bool W_Arc_Beam_Send(entity this, entity to, int sf)
7 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
9 // Truncate information when this beam is displayed to the owner client
10 // - The owner client has no use for beam start position or directions,
11 // it always figures this information out for itself with csqc code.
12 // - Spectating the owner also truncates this information.
13 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
14 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
16 WriteByte(MSG_ENTITY, sf);
17 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
19 if(sf & ARC_SF_SETTINGS) // settings information
21 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
22 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
23 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
24 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
25 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
26 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
28 WriteByte(MSG_ENTITY, drawlocal);
29 WriteByte(MSG_ENTITY, etof(this.owner));
31 if(sf & ARC_SF_START) // starting location
33 WriteCoord(MSG_ENTITY, this.beam_start.x);
34 WriteCoord(MSG_ENTITY, this.beam_start.y);
35 WriteCoord(MSG_ENTITY, this.beam_start.z);
37 if(sf & ARC_SF_WANTDIR) // want/aim direction
39 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
40 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
41 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
43 if(sf & ARC_SF_BEAMDIR) // beam direction
45 WriteCoord(MSG_ENTITY, this.beam_dir.x);
46 WriteCoord(MSG_ENTITY, this.beam_dir.y);
47 WriteCoord(MSG_ENTITY, this.beam_dir.z);
49 if(sf & ARC_SF_BEAMTYPE) // beam type
51 WriteByte(MSG_ENTITY, this.beam_type);
57 void Reset_ArcBeam(entity player, vector forward)
59 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
61 .entity weaponentity = weaponentities[slot];
62 if(!player.(weaponentity).arc_beam)
64 player.(weaponentity).arc_beam.beam_dir = forward;
65 player.(weaponentity).arc_beam.beam_teleporttime = time;
69 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
71 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
73 player.arc_overheat = 0;
77 if ( player.(weaponentity).arc_beam )
78 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
80 if ( player.arc_overheat > time )
82 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
83 * player.arc_cooldown;
88 void Arc_Player_SetHeat(entity player, .entity weaponentity)
90 player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
91 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
94 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
96 this.event_damage = func_null;
97 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);
102 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
104 W_Arc_Bolt_Explode(this, trigger);
107 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
112 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
113 return; // g_projectiles_damage says to halt
115 this.health = this.health - damage;
116 this.angles = vectoangles(this.velocity);
119 W_PrepareExplosionByDamage(this, attacker, getthink(this));
122 void W_Arc_Bolt_Touch(entity this, entity toucher)
124 PROJECTILE_TOUCH(this, toucher);
125 this.use(this, NULL, toucher);
128 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
132 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
134 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
136 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
138 missile = new(missile);
139 missile.owner = missile.realowner = actor;
140 missile.bot_dodge = true;
141 IL_PUSH(g_bot_dodge, missile);
142 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
144 missile.takedamage = DAMAGE_YES;
145 missile.health = WEP_CVAR(arc, bolt_health);
146 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
147 missile.event_damage = W_Arc_Bolt_Damage;
148 missile.damagedbycontents = true;
149 IL_PUSH(g_damagedbycontents, missile);
151 settouch(missile, W_Arc_Bolt_Touch);
152 missile.use = W_Arc_Bolt_Explode_use;
153 setthink(missile, adaptor_think2use_hittype_splash);
154 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
155 PROJECTILE_MAKETRIGGER(missile);
156 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
157 missile.weaponentity_fld = weaponentity;
158 setorigin(missile, w_shotorg);
159 setsize(missile, '0 0 0', '0 0 0');
161 set_movetype(missile, MOVETYPE_FLY);
162 W_SetupProjVelocity_PRE(missile, arc, bolt_);
164 missile.angles = vectoangles(missile.velocity);
165 missile.flags = FL_PROJECTILE;
166 missile.missile_flags = MIF_SPLASH;
168 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
170 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
173 void W_Arc_Beam_Think(entity this)
175 .entity weaponentity = this.weaponentity_fld;
176 entity own = this.owner;
177 if(this != own.(weaponentity).arc_beam)
184 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
186 if(!this.beam_bursting)
187 this.beam_bursting = true;
188 burst = ARC_BT_BURSTMASK;
191 Weapon thiswep = WEP_ARC;
196 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
202 own.(weaponentity).m_switchweapon != WEP_ARC
204 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
208 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
211 if ( WEP_CVAR(arc, cooldown) > 0 )
213 float cooldown_speed = 0;
214 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
216 cooldown_speed = WEP_CVAR(arc, cooldown);
220 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
223 if ( cooldown_speed )
225 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
226 own.arc_overheat = time + this.beam_heat / cooldown_speed;
227 own.arc_cooldown = cooldown_speed;
230 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
232 Send_Effect(EFFECT_ARC_OVERHEAT,
233 this.beam_start, this.beam_wantdir, 1 );
234 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
238 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
239 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
241 // note: this doesn't force the switch
242 W_SwitchToOtherWeapon(own, weaponentity);
243 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
250 float coefficient = frametime;
251 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
255 { rootammo = WEP_CVAR(arc, burst_ammo); }
257 { rootammo = WEP_CVAR(arc, beam_ammo); }
261 coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
262 SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
265 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
266 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
268 makevectors(own.v_angle);
272 weaponentity, // TODO
277 WEP_CVAR(arc, beam_damage) * coefficient,
278 WEP_CVAR(arc, beam_range),
282 // After teleport, "lock" the beam until the teleport is confirmed.
283 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
284 w_shotdir = this.beam_dir;
287 // network information: shot origin and want/aim direction
288 if(this.beam_start != w_shotorg)
290 this.SendFlags |= ARC_SF_START;
291 this.beam_start = w_shotorg;
293 if(this.beam_wantdir != w_shotdir)
295 this.SendFlags |= ARC_SF_WANTDIR;
296 this.beam_wantdir = w_shotdir;
299 if(!this.beam_initialized)
301 this.beam_dir = w_shotdir;
302 this.beam_initialized = true;
305 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
306 // idea: blend together this.beam_dir with the inverted direction the player is moving in
307 // might have to make some special accomodation so that it only uses view_right and view_up
309 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
312 if(this.beam_dir != w_shotdir)
314 // calculate how much we're going to move the end of the beam to the want position
315 // WEAPONTODO (server and client):
316 // blendfactor never actually becomes 0 in this situation, which is a problem
317 // regarding precision... this means that this.beam_dir and w_shotdir approach
318 // eachother, however they never actually become the same value with this method.
319 // Perhaps we should do some form of rounding/snapping?
320 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
321 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
323 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
324 float blendfactor = bound(
326 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
327 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
329 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
333 // the radius is not too far yet, no worries :D
334 float blendfactor = bound(
336 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
339 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
342 // network information: beam direction
343 this.SendFlags |= ARC_SF_BEAMDIR;
345 // calculate how many segments are needed
346 float max_allowed_segments;
348 if(WEP_CVAR(arc, beam_distancepersegment))
350 max_allowed_segments = min(
352 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
355 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
357 if(WEP_CVAR(arc, beam_degreespersegment))
364 WEP_CVAR(arc, beam_maxangle)
367 WEP_CVAR(arc, beam_degreespersegment)
372 else { segments = 1; }
374 else { segments = 1; }
376 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
377 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
380 float new_beam_type = 0;
381 vector last_origin = w_shotorg;
382 for(i = 1; i <= segments; ++i)
384 // WEAPONTODO (client):
385 // In order to do nice fading and pointing on the starting segment, we must always
386 // have that drawn as a separate triangle... However, that is difficult to do when
387 // keeping in mind the above problems and also optimizing the amount of segments
388 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
390 vector new_origin = bezier_quadratic_getpoint(
395 vector new_dir = normalize(new_origin - last_origin);
397 WarpZone_traceline_antilag(
406 // Do all the transforms for warpzones right now, as we already
407 // "are" in the post-trace system (if we hit a player, that's
408 // always BEHIND the last passed wz).
409 last_origin = trace_endpos;
410 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
411 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
412 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
413 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
418 trace_ent.classname == "body"
420 IS_MONSTER(trace_ent)
423 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
425 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
426 // NO. trace_endpos should be just fine. If not,
427 // that's an engine bug that needs proper debugging.
428 vector hitorigin = trace_endpos;
430 float falloff = ExponentialFalloff(
431 WEP_CVAR(arc, beam_falloff_mindist),
432 WEP_CVAR(arc, beam_falloff_maxdist),
433 WEP_CVAR(arc, beam_falloff_halflifedist),
434 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
437 if(is_player && SAME_TEAM(own, trace_ent))
439 float roothealth, rootarmor;
442 roothealth = WEP_CVAR(arc, burst_healing_hps);
443 rootarmor = WEP_CVAR(arc, burst_healing_aps);
447 roothealth = WEP_CVAR(arc, beam_healing_hps);
448 rootarmor = WEP_CVAR(arc, beam_healing_aps);
451 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
453 trace_ent.health = min(
454 trace_ent.health + (roothealth * coefficient),
455 WEP_CVAR(arc, beam_healing_hmax)
458 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
460 trace_ent.armorvalue = min(
461 trace_ent.armorvalue + (rootarmor * coefficient),
462 WEP_CVAR(arc, beam_healing_amax)
466 // stop rot, set visual effect
467 if(roothealth || rootarmor)
469 trace_ent.pauserothealth_finished = max(
470 trace_ent.pauserothealth_finished,
471 time + autocvar_g_balance_pause_health_rot
473 trace_ent.pauserotarmor_finished = max(
474 trace_ent.pauserotarmor_finished,
475 time + autocvar_g_balance_pause_armor_rot
477 new_beam_type = ARC_BT_HEAL;
486 { rootdamage = WEP_CVAR(arc, burst_damage); }
488 { rootdamage = WEP_CVAR(arc, beam_damage); }
491 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
493 if(accuracy_isgooddamage(own, trace_ent))
499 rootdamage * coefficient * falloff
507 rootdamage * coefficient * falloff,
511 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
514 new_beam_type = ARC_BT_HIT;
518 else if(trace_fraction != 1)
520 // we collided with geometry
521 new_beam_type = ARC_BT_WALL;
526 // te_explosion(trace_endpos);
528 // if we're bursting, use burst visual effects
529 new_beam_type |= burst;
531 // network information: beam type
532 if(new_beam_type != this.beam_type)
534 this.SendFlags |= ARC_SF_BEAMTYPE;
535 this.beam_type = new_beam_type;
538 own.(weaponentity).beam_prev = time;
539 this.nextthink = time;
542 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
545 // only play fire sound if 1 sec has passed since player let go the fire button
546 if(time - actor.(weaponentity).beam_prev > 1)
547 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
549 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
550 beam.weaponentity_fld = weaponentity;
551 beam.solid = SOLID_NOT;
552 setthink(beam, W_Arc_Beam_Think);
554 set_movetype(beam, MOVETYPE_NONE);
555 beam.bot_dodge = true;
556 IL_PUSH(g_bot_dodge, beam);
557 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
558 beam.beam_bursting = burst;
559 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
561 getthink(beam)(beam);
563 void Arc_Smoke(entity actor, .entity weaponentity)
565 makevectors(actor.v_angle);
566 W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
568 vector smoke_origin = w_shotorg + actor.velocity*frametime;
569 if ( actor.arc_overheat > time )
571 if ( random() < actor.(weaponentity).arc_heat_percent )
572 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
573 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
575 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
576 if ( !actor.arc_smoke_sound )
578 actor.arc_smoke_sound = 1;
579 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
583 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
584 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
586 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
587 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
588 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
591 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
592 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
594 actor.arc_smoke_sound = 0;
595 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
599 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
601 if(WEP_CVAR(arc, beam_botaimspeed))
603 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
606 WEP_CVAR(arc, beam_botaimspeed),
608 WEP_CVAR(arc, beam_botaimlifetime),
614 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
624 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
626 Arc_Player_SetHeat(actor, weaponentity);
627 Arc_Smoke(actor, weaponentity);
629 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
631 if (time >= actor.arc_overheat)
632 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
635 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
638 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
639 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
642 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
645 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
647 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
649 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
651 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
653 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
654 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
663 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
665 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
666 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
670 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
672 int slot = weaponslot(weaponentity);
673 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
674 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
675 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
677 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
681 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
684 actor.arc_count = autocvar_g_balance_arc_secondary_count;
685 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
686 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
690 METHOD(Arc, wr_init, void(entity thiswep))
692 if(!arc_shotorigin[0])
694 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
695 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
696 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
697 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
700 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
702 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
704 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
706 if(WEP_CVAR(arc, bolt))
708 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
709 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
713 return WEP_CVAR(arc, overheat_max) > 0 &&
714 ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
716 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
718 if(w_deathtype & HITTYPE_SECONDARY)
719 return WEAPON_ARC_MURDER_SPRAY;
721 return WEAPON_ARC_MURDER;
723 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
725 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
726 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
727 actor.arc_overheat = 0;
728 actor.arc_cooldown = 0;
729 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
731 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
733 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
734 weapon_dropevent_item.arc_overheat > time )
736 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
737 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
740 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
742 actor.arc_overheat = 0;
743 actor.arc_cooldown = 0;
744 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
746 .entity weaponentity = weaponentities[slot];
747 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
750 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
752 actor.arc_overheat = 0;
753 actor.arc_cooldown = 0;
754 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
758 bool autocvar_cl_arcbeam_teamcolor = true;
760 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
762 if(w_deathtype & HITTYPE_SECONDARY)
765 org2 = w_org + w_backoff * 6;
766 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
767 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
771 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
773 entity beam = Draw_ArcBeam_callback_entity;
774 vector transformed_view_org;
775 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
777 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
778 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
779 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
785 if(trace_fraction != 1)
787 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
788 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
789 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
799 // decide upon thickness
800 float thickness = beam.beam_thickness;
802 // draw primary beam render
803 vector top = hitorigin + (thickdir * thickness);
804 vector bottom = hitorigin - (thickdir * thickness);
806 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
807 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
809 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
812 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
818 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
824 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
830 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
836 // draw trailing particles
838 // - Don't use spammy particle counts here, use a FEW small particles around the beam
839 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
840 if(beam.beam_traileffect)
842 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
845 // set up for the next
846 Draw_ArcBeam_callback_last_thickness = thickness;
847 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
848 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
854 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
855 e.beam_initialized = false;
857 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
858 e.beam_initialized = false;
862 void Draw_ArcBeam(entity this)
864 float dt = time - this.move_time;
865 this.move_time = time;
866 if(dt <= 0) { return; }
868 if(!this.beam_usevieworigin)
870 InterpolateOrigin_Do(this);
873 // origin = beam starting origin
874 // v_angle = wanted/aim direction
875 // angles = current direction of beam
878 vector wantdir; //= view_forward;
879 vector beamdir; //= this.beam_dir;
882 if(this.beam_usevieworigin)
885 // Currently we have to replicate nearly the same method of figuring
886 // out the shotdir that the server does... Ideally in the future we
887 // should be able to acquire this from a generalized function built
888 // into a weapon system for client code.
890 // find where we are aiming
891 makevectors(warpzone_save_view_angles);
892 vector forward = v_forward;
893 vector right = v_right;
896 // decide upon start position
897 if(this.beam_usevieworigin == 2)
898 { start_pos = warpzone_save_view_origin; }
900 { start_pos = this.origin; }
902 // trace forward with an estimation
905 start_pos + forward * this.beam_range,
910 // untransform in case our trace went through a warpzone
911 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
913 // un-adjust trueaim if shotend is too close
914 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
915 end_pos = start_pos + (forward * g_trueaim_minrange);
917 // move shot origin to the actual gun muzzle origin
918 vector origin_offset =
919 right * -this.beam_shotorigin.y
920 + up * this.beam_shotorigin.z;
922 start_pos = start_pos + origin_offset;
924 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
925 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
926 start_pos = trace_endpos;
928 // calculate the aim direction now
929 wantdir = normalize(end_pos - start_pos);
931 if(!this.beam_initialized)
933 this.beam_dir = wantdir;
934 this.beam_initialized = true;
937 if(this.beam_dir != wantdir)
939 // calculate how much we're going to move the end of the beam to the want position
940 // WEAPONTODO (server and client):
941 // blendfactor never actually becomes 0 in this situation, which is a problem
942 // regarding precision... this means that this.beam_dir and w_shotdir approach
943 // eachother, however they never actually become the same value with this method.
944 // Perhaps we should do some form of rounding/snapping?
945 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
946 if(angle && (angle > this.beam_maxangle))
948 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
949 float blendfactor = bound(
951 (1 - (this.beam_returnspeed * frametime)),
952 min(this.beam_maxangle / angle, 1)
954 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
958 // the radius is not too far yet, no worries :D
959 float blendfactor = bound(
961 (1 - (this.beam_returnspeed * frametime)),
964 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
967 // calculate how many segments are needed
968 float max_allowed_segments;
970 if(this.beam_distancepersegment)
972 max_allowed_segments = min(
974 1 + (vlen(wantdir / this.beam_distancepersegment))
977 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
979 if(this.beam_degreespersegment)
989 this.beam_degreespersegment
994 else { segments = 1; }
996 else { segments = 1; }
998 // set the beam direction which the rest of the code will refer to
999 beamdir = this.beam_dir;
1001 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1002 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1006 // set the values from the provided info from the networked entity
1007 start_pos = this.origin;
1008 wantdir = this.v_angle;
1009 beamdir = this.angles;
1011 if(beamdir != wantdir)
1013 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1015 // calculate how many segments are needed
1016 float max_allowed_segments;
1018 if(this.beam_distancepersegment)
1020 max_allowed_segments = min(
1022 1 + (vlen(wantdir / this.beam_distancepersegment))
1025 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1027 if(this.beam_degreespersegment)
1037 this.beam_degreespersegment
1039 max_allowed_segments
1042 else { segments = 1; }
1044 else { segments = 1; }
1047 setorigin(this, start_pos);
1048 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1050 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1051 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1053 Draw_ArcBeam_callback_entity = this;
1054 Draw_ArcBeam_callback_last_thickness = 0;
1055 Draw_ArcBeam_callback_last_top = start_pos;
1056 Draw_ArcBeam_callback_last_bottom = start_pos;
1058 vector last_origin = start_pos;
1059 vector original_start_pos = start_pos;
1062 for(i = 1; i <= segments; ++i)
1064 // WEAPONTODO (client):
1065 // In order to do nice fading and pointing on the starting segment, we must always
1066 // have that drawn as a separate triangle... However, that is difficult to do when
1067 // keeping in mind the above problems and also optimizing the amount of segments
1068 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1070 vector new_origin = bezier_quadratic_getpoint(
1076 WarpZone_TraceBox_ThroughZone(
1084 Draw_ArcBeam_callback
1087 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1088 // system (if we hit a player, that's always BEHIND the last passed wz).
1089 last_origin = trace_endpos;
1090 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1091 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1092 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1093 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1094 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1095 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1097 if(trace_fraction < 1) { break; }
1100 // visual effects for startpoint and endpoint
1101 if(this.beam_hiteffect)
1103 // FIXME we really should do this on the server so it actually
1104 // matches gameplay. What this client side stuff is doing is no
1105 // more than guesswork.
1106 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1108 this.beam_hiteffect,
1114 if(this.beam_hitlight[0])
1118 this.beam_hitlight[0],
1120 this.beam_hitlight[1],
1121 this.beam_hitlight[2],
1122 this.beam_hitlight[3]
1126 if(this.beam_muzzleeffect)
1129 this.beam_muzzleeffect,
1130 original_start_pos + wantdir * 20,
1135 if(this.beam_muzzlelight[0])
1138 original_start_pos + wantdir * 20,
1139 this.beam_muzzlelight[0],
1141 this.beam_muzzlelight[1],
1142 this.beam_muzzlelight[2],
1143 this.beam_muzzlelight[3]
1149 Draw_ArcBeam_callback_entity = NULL;
1150 Draw_ArcBeam_callback_last_thickness = 0;
1151 Draw_ArcBeam_callback_last_top = '0 0 0';
1152 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1155 void Remove_ArcBeam(entity this)
1157 delete(this.beam_muzzleentity);
1158 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1161 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1163 int sf = ReadByte();
1164 int slot = ReadByte();
1169 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1171 this.beam_shotorigin = arc_shotorigin[gunalign];
1173 // set other main attributes of the beam
1174 this.draw = Draw_ArcBeam;
1175 IL_PUSH(g_drawables, this);
1176 this.entremove = Remove_ArcBeam;
1177 this.move_time = time;
1178 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1182 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1183 flash.drawmask = MASK_NORMAL;
1184 flash.solid = SOLID_NOT;
1185 flash.avelocity_z = 5000;
1186 setattachment(flash, this, "");
1187 setorigin(flash, '0 0 0');
1189 this.beam_muzzleentity = flash;
1193 flash = this.beam_muzzleentity;
1196 if(sf & ARC_SF_SETTINGS) // settings information
1198 this.beam_degreespersegment = ReadShort();
1199 this.beam_distancepersegment = ReadShort();
1200 this.beam_maxangle = ReadShort();
1201 this.beam_range = ReadCoord();
1202 this.beam_returnspeed = ReadShort();
1203 this.beam_tightness = (ReadByte() / 10);
1207 if(autocvar_chase_active)
1208 { this.beam_usevieworigin = 1; }
1209 else // use view origin
1210 { this.beam_usevieworigin = 2; }
1214 this.beam_usevieworigin = 0;
1217 this.sv_entnum = ReadByte();
1220 if(!this.beam_usevieworigin)
1222 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1223 this.iflags = IFLAG_ORIGIN;
1225 InterpolateOrigin_Undo(this);
1228 if(sf & ARC_SF_START) // starting location
1230 this.origin_x = ReadCoord();
1231 this.origin_y = ReadCoord();
1232 this.origin_z = ReadCoord();
1234 else if(this.beam_usevieworigin) // infer the location from player location
1236 if(this.beam_usevieworigin == 2)
1239 this.origin = view_origin;
1243 // use player origin so that third person display still works
1244 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1248 setorigin(this, this.origin);
1250 if(sf & ARC_SF_WANTDIR) // want/aim direction
1252 this.v_angle_x = ReadCoord();
1253 this.v_angle_y = ReadCoord();
1254 this.v_angle_z = ReadCoord();
1257 if(sf & ARC_SF_BEAMDIR) // beam direction
1259 this.angles_x = ReadCoord();
1260 this.angles_y = ReadCoord();
1261 this.angles_z = ReadCoord();
1264 if(sf & ARC_SF_BEAMTYPE) // beam type
1266 this.beam_type = ReadByte();
1268 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1269 switch(this.beam_type)
1273 this.beam_color = beamcolor;
1274 this.beam_alpha = 0.5;
1275 this.beam_thickness = 8;
1276 this.beam_traileffect = (EFFECT_ARC_BEAM);
1277 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1278 this.beam_hitlight[0] = 0;
1279 this.beam_hitlight[1] = 1;
1280 this.beam_hitlight[2] = 1;
1281 this.beam_hitlight[3] = 1;
1282 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1283 this.beam_muzzlelight[0] = 0;
1284 this.beam_muzzlelight[1] = 1;
1285 this.beam_muzzlelight[2] = 1;
1286 this.beam_muzzlelight[3] = 1;
1287 if(this.beam_muzzleeffect)
1289 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1290 flash.alpha = this.beam_alpha;
1291 flash.colormod = this.beam_color;
1296 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1298 this.beam_color = beamcolor;
1299 this.beam_alpha = 0.5;
1300 this.beam_thickness = 8;
1301 this.beam_traileffect = (EFFECT_ARC_BEAM);
1302 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1303 this.beam_hitlight[0] = 0;
1304 this.beam_hitlight[1] = 1;
1305 this.beam_hitlight[2] = 1;
1306 this.beam_hitlight[3] = 1;
1307 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1308 this.beam_muzzlelight[0] = 0;
1309 this.beam_muzzlelight[1] = 1;
1310 this.beam_muzzlelight[2] = 1;
1311 this.beam_muzzlelight[3] = 1;
1312 this.beam_image = "particles/lgbeam";
1313 if(this.beam_muzzleeffect)
1315 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1316 flash.alpha = this.beam_alpha;
1317 flash.colormod = this.beam_color;
1324 this.beam_color = beamcolor;
1325 this.beam_alpha = 0.5;
1326 this.beam_thickness = 8;
1327 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1328 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
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 = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
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)
1341 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1342 flash.alpha = this.beam_alpha;
1343 flash.colormod = this.beam_color;
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] = 20;
1356 this.beam_hitlight[1] = 1;
1357 this.beam_hitlight[2] = 0;
1358 this.beam_hitlight[3] = 0;
1359 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1360 this.beam_muzzlelight[0] = 50;
1361 this.beam_muzzlelight[1] = 1;
1362 this.beam_muzzlelight[2] = 0;
1363 this.beam_muzzlelight[3] = 0;
1364 this.beam_image = "particles/lgbeam";
1365 if(this.beam_muzzleeffect)
1367 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1368 flash.alpha = this.beam_alpha;
1369 flash.colormod = this.beam_color;
1374 case ARC_BT_BURST_MISS:
1376 this.beam_color = beamcolor;
1377 this.beam_alpha = 0.5;
1378 this.beam_thickness = 14;
1379 this.beam_traileffect = (EFFECT_ARC_BEAM);
1380 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
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 = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
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)
1393 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1394 flash.alpha = this.beam_alpha;
1395 flash.colormod = this.beam_color;
1400 case ARC_BT_BURST_WALL:
1402 this.beam_color = beamcolor;
1403 this.beam_alpha = 0.5;
1404 this.beam_thickness = 14;
1405 this.beam_traileffect = (EFFECT_ARC_BEAM);
1406 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1407 this.beam_hitlight[0] = 0;
1408 this.beam_hitlight[1] = 1;
1409 this.beam_hitlight[2] = 1;
1410 this.beam_hitlight[3] = 1;
1411 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1412 this.beam_muzzlelight[0] = 0;
1413 this.beam_muzzlelight[1] = 1;
1414 this.beam_muzzlelight[2] = 1;
1415 this.beam_muzzlelight[3] = 1;
1416 this.beam_image = "particles/lgbeam";
1417 if(this.beam_muzzleeffect)
1419 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1420 flash.alpha = this.beam_alpha;
1421 flash.colormod = this.beam_color;
1426 case ARC_BT_BURST_HEAL:
1428 this.beam_color = beamcolor;
1429 this.beam_alpha = 0.5;
1430 this.beam_thickness = 14;
1431 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1432 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
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 = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
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)
1445 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1446 flash.alpha = this.beam_alpha;
1447 flash.colormod = this.beam_color;
1452 case ARC_BT_BURST_HIT:
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 = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
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)
1471 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1472 flash.alpha = this.beam_alpha;
1473 flash.colormod = this.beam_color;
1479 // shouldn't be possible, but lets make it colorful if it does :D
1482 this.beam_color = randomvec();
1483 this.beam_alpha = 1;
1484 this.beam_thickness = 8;
1485 this.beam_traileffect = NULL;
1486 this.beam_hiteffect = NULL;
1487 this.beam_hitlight[0] = 0;
1488 this.beam_hitlight[1] = 1;
1489 this.beam_hitlight[2] = 1;
1490 this.beam_hitlight[3] = 1;
1491 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1492 this.beam_muzzlelight[0] = 0;
1493 this.beam_muzzlelight[1] = 1;
1494 this.beam_muzzlelight[2] = 1;
1495 this.beam_muzzlelight[3] = 1;
1496 this.beam_image = "particles/lgbeam";
1497 if(this.beam_muzzleeffect)
1499 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1500 flash.alpha = this.beam_alpha;
1501 flash.colormod = this.beam_color;
1509 if(!this.beam_usevieworigin)
1511 InterpolateOrigin_Note(this);