4 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.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;
210 // TODO: use standard weapon use checks here!
218 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
220 own.(weaponentity).m_switchweapon != WEP_ARC
222 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
226 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
229 if ( WEP_CVAR(arc, cooldown) > 0 )
231 float cooldown_speed = 0;
232 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
234 cooldown_speed = WEP_CVAR(arc, cooldown);
238 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
241 if ( cooldown_speed )
243 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
244 own.arc_overheat = time + this.beam_heat / cooldown_speed;
245 own.arc_cooldown = cooldown_speed;
248 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
250 Send_Effect(EFFECT_ARC_OVERHEAT,
251 this.beam_start, this.beam_wantdir, 1 );
252 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
256 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
257 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
259 // note: this doesn't force the switch
260 W_SwitchToOtherWeapon(own, weaponentity);
262 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
268 float coefficient = frametime;
269 if(!(own.items & IT_UNLIMITED_AMMO))
273 { rootammo = WEP_CVAR(arc, burst_ammo); }
275 { rootammo = WEP_CVAR(arc, beam_ammo); }
279 coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
280 SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
283 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
284 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
286 makevectors(own.v_angle);
295 WEP_CVAR(arc, beam_damage) * coefficient,
296 WEP_CVAR(arc, beam_range),
300 // After teleport, "lock" the beam until the teleport is confirmed.
301 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
302 w_shotdir = this.beam_dir;
305 // network information: shot origin and want/aim direction
306 if(this.beam_start != w_shotorg)
308 this.SendFlags |= ARC_SF_START;
309 this.beam_start = w_shotorg;
311 if(this.beam_wantdir != w_shotdir)
313 this.SendFlags |= ARC_SF_WANTDIR;
314 this.beam_wantdir = w_shotdir;
317 if(!this.beam_initialized)
319 this.beam_dir = w_shotdir;
320 this.beam_initialized = true;
323 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
324 // idea: blend together this.beam_dir with the inverted direction the player is moving in
325 // might have to make some special accomodation so that it only uses view_right and view_up
327 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
330 if(this.beam_dir != w_shotdir)
332 // calculate how much we're going to move the end of the beam to the want position
333 // WEAPONTODO (server and client):
334 // blendfactor never actually becomes 0 in this situation, which is a problem
335 // regarding precision... this means that this.beam_dir and w_shotdir approach
336 // eachother, however they never actually become the same value with this method.
337 // Perhaps we should do some form of rounding/snapping?
338 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
339 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
341 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
342 float blendfactor = bound(
344 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
345 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
347 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
348 this.beam_dir = w_shotdir;
350 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
354 // the radius is not too far yet, no worries :D
355 float blendfactor = bound(
357 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
360 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
361 this.beam_dir = w_shotdir;
363 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
366 // network information: beam direction
367 this.SendFlags |= ARC_SF_BEAMDIR;
369 // calculate how many segments are needed
370 float max_allowed_segments;
372 if(WEP_CVAR(arc, beam_distancepersegment))
374 max_allowed_segments = min(
376 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
379 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
381 if(WEP_CVAR(arc, beam_degreespersegment))
388 WEP_CVAR(arc, beam_maxangle)
391 WEP_CVAR(arc, beam_degreespersegment)
396 else { segments = 1; }
398 else { segments = 1; }
400 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
401 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
404 float new_beam_type = 0;
405 vector last_origin = w_shotorg;
406 for(i = 1; i <= segments; ++i)
408 // WEAPONTODO (client):
409 // In order to do nice fading and pointing on the starting segment, we must always
410 // have that drawn as a separate triangle... However, that is difficult to do when
411 // keeping in mind the above problems and also optimizing the amount of segments
412 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
414 vector new_origin = bezier_quadratic_getpoint(
419 vector new_dir = normalize(new_origin - last_origin);
421 WarpZone_traceline_antilag(
430 // Do all the transforms for warpzones right now, as we already
431 // "are" in the post-trace system (if we hit a player, that's
432 // always BEHIND the last passed wz).
433 last_origin = trace_endpos;
434 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
435 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
436 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
437 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
442 trace_ent.classname == "body"
444 IS_MONSTER(trace_ent)
449 if(SAME_TEAM(own, trace_ent))
451 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
452 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
453 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
454 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
455 if(IS_PLAYER(trace_ent) && rootarmor)
457 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
459 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
460 trace_ent.pauserotarmor_finished = max(
461 trace_ent.pauserotarmor_finished,
462 time + autocvar_g_balance_pause_armor_rot
466 if(roothealth || rootarmor)
467 new_beam_type = ARC_BT_HEAL;
469 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
471 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
472 // NO. trace_endpos should be just fine. If not,
473 // that's an engine bug that needs proper debugging.
474 vector hitorigin = trace_endpos;
476 float falloff = ExponentialFalloff(
477 WEP_CVAR(arc, beam_falloff_mindist),
478 WEP_CVAR(arc, beam_falloff_maxdist),
479 WEP_CVAR(arc, beam_falloff_halflifedist),
480 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
487 { rootdamage = WEP_CVAR(arc, burst_damage); }
489 { rootdamage = WEP_CVAR(arc, beam_damage); }
492 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
494 if(accuracy_isgooddamage(own, trace_ent))
500 rootdamage * coefficient * falloff
508 rootdamage * coefficient * falloff,
512 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
515 new_beam_type = ARC_BT_HIT;
519 else if(trace_fraction != 1)
521 // we collided with geometry
522 new_beam_type = ARC_BT_WALL;
527 // te_explosion(trace_endpos);
529 // if we're bursting, use burst visual effects
530 new_beam_type |= burst;
532 // network information: beam type
533 if(new_beam_type != this.beam_type)
535 this.SendFlags |= ARC_SF_BEAMTYPE;
536 this.beam_type = new_beam_type;
539 own.(weaponentity).beam_prev = time;
540 this.nextthink = time;
543 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
546 // only play fire sound if 1 sec has passed since player let go the fire button
547 if(time - actor.(weaponentity).beam_prev > 1)
548 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
550 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
551 beam.weaponentity_fld = weaponentity;
552 beam.solid = SOLID_NOT;
553 setthink(beam, W_Arc_Beam_Think);
555 set_movetype(beam, MOVETYPE_NONE);
556 beam.bot_dodge = true;
557 IL_PUSH(g_bot_dodge, beam);
558 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
559 beam.beam_bursting = burst;
560 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
562 getthink(beam)(beam);
564 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
566 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
568 w_ready(thiswep, actor, weaponentity, fire);
572 // attack handled by the beam itself, this is just a loop to keep the attack happening!
574 // NOTE: arc doesn't use a refire
575 //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
576 actor.(weaponentity).wframe = WFRAME_FIRE1;
577 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
579 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
581 // calculate a rough shot origin to show the effect from TODO: move this to the client side!
582 makevectors(actor.v_angle);
583 w_shotdir = v_forward;
584 vector md = actor.(weaponentity).movedir;
585 vector vecs = ((md.x > 0) ? md : '0 0 0');
586 vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
587 w_shotorg = actor.origin + actor.view_ofs + dv;
588 //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
590 vector smoke_origin = w_shotorg + actor.velocity*frametime;
591 if ( actor.arc_overheat > time )
593 if ( random() < actor.(weaponentity).arc_heat_percent )
594 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
595 if ( (fire & 1) || (fire & 2) )
597 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
598 if ( !actor.arc_smoke_sound )
600 actor.arc_smoke_sound = 1;
601 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
605 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
606 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
608 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
609 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
610 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
613 bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
614 bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
615 if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
617 actor.arc_smoke_sound = 0;
618 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
622 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
624 if(WEP_CVAR(arc, beam_botaimspeed))
626 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
629 WEP_CVAR(arc, beam_botaimspeed),
631 WEP_CVAR(arc, beam_botaimlifetime),
637 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
647 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
649 Arc_Player_SetHeat(actor, weaponentity);
650 Arc_Smoke(thiswep, actor, weaponentity, fire);
652 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
654 if (time >= actor.arc_overheat)
655 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
658 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
661 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
662 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
665 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
669 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
671 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
673 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
675 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
677 actor.(weaponentity).wframe = WFRAME_FIRE1;
678 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
679 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
688 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
690 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
691 if(!(actor.items & IT_UNLIMITED_AMMO))
693 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
694 w_ready(thiswep, actor, weaponentity, fire);
697 float ammo_available = GetResource(actor, thiswep.ammo_type);
698 // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
699 // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
700 float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
701 int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
703 // We also don't want to use 3 rounds if there's only 2 left.
704 int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
705 W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
707 // Bursting counts up to 0 from a negative.
708 actor.(weaponentity).misc_bulletcounter = -to_shoot;
709 W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
713 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
715 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
716 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
717 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
719 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
723 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
726 actor.arc_count = autocvar_g_balance_arc_secondary_count;
727 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
728 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
732 METHOD(Arc, wr_init, void(entity thiswep))
734 if(!arc_shotorigin[0])
736 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
737 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
738 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
739 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
742 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
744 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
746 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
748 if(WEP_CVAR(arc, bolt))
750 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
751 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
755 return WEP_CVAR(arc, overheat_max) > 0 &&
756 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
758 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
760 if(w_deathtype & HITTYPE_SECONDARY)
761 return WEAPON_ARC_MURDER_SPRAY;
763 return WEAPON_ARC_MURDER;
765 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
767 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
768 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
769 actor.arc_overheat = 0;
770 actor.arc_cooldown = 0;
771 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
773 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
775 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
776 weapon_dropevent_item.arc_overheat > time )
778 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
779 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
782 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
784 actor.arc_overheat = 0;
785 actor.arc_cooldown = 0;
786 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
788 .entity weaponentity = weaponentities[slot];
789 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
792 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
794 actor.arc_overheat = 0;
795 actor.arc_cooldown = 0;
796 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
800 bool autocvar_cl_arcbeam_teamcolor = true;
801 bool autocvar_cl_arcbeam_simple = true;
805 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
807 if(w_deathtype & HITTYPE_SECONDARY)
810 org2 = w_org + w_backoff * 6;
811 pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
812 if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
816 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
818 entity beam = Draw_ArcBeam_callback_entity;
819 vector transformed_view_org;
820 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
822 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
823 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
824 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
830 if(trace_fraction != 1)
832 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
833 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
834 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
844 // decide upon thickness
845 float thickness = beam.beam_thickness;
847 // draw primary beam render
848 vector top = hitorigin + (thickdir * thickness);
849 vector bottom = hitorigin - (thickdir * thickness);
851 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
852 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
854 if(autocvar_cl_arcbeam_simple)
855 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
858 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
861 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
867 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
873 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
879 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
886 // draw trailing particles
888 // - Don't use spammy particle counts here, use a FEW small particles around the beam
889 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
890 if(beam.beam_traileffect)
892 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
895 // set up for the next
896 Draw_ArcBeam_callback_last_thickness = thickness;
897 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
898 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
904 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
905 e.beam_initialized = false;
907 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
908 e.beam_initialized = false;
912 void Draw_ArcBeam(entity this)
914 float dt = time - this.move_time;
915 this.move_time = time;
916 if(dt <= 0) { return; }
918 if(!this.beam_usevieworigin)
920 InterpolateOrigin_Do(this);
923 // origin = beam starting origin
924 // v_angle = wanted/aim direction
925 // angles = current direction of beam
928 vector wantdir; //= view_forward;
929 vector beamdir; //= this.beam_dir;
932 if(this.beam_usevieworigin)
935 // Currently we have to replicate nearly the same method of figuring
936 // out the shotdir that the server does... Ideally in the future we
937 // should be able to acquire this from a generalized function built
938 // into a weapon system for client code.
940 // find where we are aiming
941 vector myviewangle = view_angles;
942 if (autocvar_chase_active)
944 if (autocvar_cl_lockview)
945 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
947 myviewangle = warpzone_save_view_angles;
949 vector forward, right, up;
950 MAKE_VECTORS(myviewangle, forward, right, up);
951 entity wepent = viewmodels[this.beam_slot];
953 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
955 // decide upon start position
956 if(this.beam_usevieworigin == 2)
957 { start_pos = warpzone_save_view_origin; }
959 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
961 { start_pos = this.origin; }
963 // trace forward with an estimation
966 start_pos + forward * this.beam_range,
971 int v_shot_idx; // used later
972 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
973 if(v_shot_idx && this.beam_usevieworigin == 2)
974 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
976 // untransform in case our trace went through a warpzone
977 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
979 // un-adjust trueaim if shotend is too close
980 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
981 end_pos = start_pos + (forward * g_trueaim_minrange);
983 // move shot origin to the actual gun muzzle origin
984 vector origin_offset = '0 0 0';
985 if(!v_shot_idx || this.beam_usevieworigin != 2)
987 this.beam_shotorigin = wepent.movedir;
988 origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
991 this.beam_shotorigin = '0 0 0';
993 start_pos = start_pos + origin_offset;
995 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
996 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
997 start_pos = trace_endpos;
999 // calculate the aim direction now
1000 wantdir = normalize(end_pos - start_pos);
1002 if(!this.beam_initialized)
1004 this.beam_dir = wantdir;
1005 this.beam_initialized = true;
1007 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
1010 if(this.beam_dir != wantdir)
1012 // calculate how much we're going to move the end of the beam to the want position
1013 // WEAPONTODO (server and client):
1014 // blendfactor never actually becomes 0 in this situation, which is a problem
1015 // regarding precision... this means that this.beam_dir and w_shotdir approach
1016 // eachother, however they never actually become the same value with this method.
1017 // Perhaps we should do some form of rounding/snapping?
1018 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1019 if(angle && (angle > this.beam_maxangle))
1021 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1022 float blendfactor = bound(
1024 (1 - (this.beam_returnspeed * dt)),
1025 min(this.beam_maxangle / angle, 1)
1027 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1031 // the radius is not too far yet, no worries :D
1032 float blendfactor = bound(
1034 (1 - (this.beam_returnspeed * dt)),
1037 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1040 // calculate how many segments are needed
1041 float max_allowed_segments;
1043 if(this.beam_distancepersegment)
1045 max_allowed_segments = min(
1047 1 + (vlen(wantdir / this.beam_distancepersegment))
1050 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1052 if(this.beam_degreespersegment)
1062 this.beam_degreespersegment
1064 max_allowed_segments
1067 else { segments = 1; }
1069 else { segments = 1; }
1071 // set the beam direction which the rest of the code will refer to
1072 beamdir = this.beam_dir;
1074 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1075 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1079 // set the values from the provided info from the networked entity
1080 start_pos = this.origin;
1081 wantdir = this.v_angle;
1082 beamdir = this.angles;
1084 if(beamdir != wantdir)
1086 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1088 // calculate how many segments are needed
1089 float max_allowed_segments;
1091 if(this.beam_distancepersegment)
1093 max_allowed_segments = min(
1095 1 + (vlen(wantdir / this.beam_distancepersegment))
1098 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1100 if(this.beam_degreespersegment)
1110 this.beam_degreespersegment
1112 max_allowed_segments
1115 else { segments = 1; }
1117 else { segments = 1; }
1120 setorigin(this, start_pos);
1121 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1123 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1124 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1126 Draw_ArcBeam_callback_entity = this;
1127 Draw_ArcBeam_callback_last_thickness = 0;
1128 Draw_ArcBeam_callback_last_top = start_pos;
1129 Draw_ArcBeam_callback_last_bottom = start_pos;
1131 vector last_origin = start_pos;
1132 vector original_start_pos = start_pos;
1135 for(i = 1; i <= segments; ++i)
1137 // WEAPONTODO (client):
1138 // In order to do nice fading and pointing on the starting segment, we must always
1139 // have that drawn as a separate triangle... However, that is difficult to do when
1140 // keeping in mind the above problems and also optimizing the amount of segments
1141 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1143 vector new_origin = bezier_quadratic_getpoint(
1149 WarpZone_TraceBox_ThroughZone(
1157 Draw_ArcBeam_callback
1160 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1161 // system (if we hit a player, that's always BEHIND the last passed wz).
1162 last_origin = trace_endpos;
1163 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1164 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1165 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1166 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1167 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1168 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1170 if(trace_fraction < 1) { break; }
1173 // visual effects for startpoint and endpoint
1174 if(this.beam_hiteffect)
1176 // FIXME we really should do this on the server so it actually
1177 // matches gameplay. What this client side stuff is doing is no
1178 // more than guesswork.
1179 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1181 this.beam_hiteffect,
1187 if(this.beam_hitlight[0])
1191 this.beam_hitlight[0],
1193 this.beam_hitlight[1],
1194 this.beam_hitlight[2],
1195 this.beam_hitlight[3]
1199 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1202 this.beam_muzzleeffect,
1203 original_start_pos + wantdir * 20,
1208 if(this.beam_muzzlelight[0])
1211 original_start_pos + wantdir * 20,
1212 this.beam_muzzlelight[0],
1214 this.beam_muzzlelight[1],
1215 this.beam_muzzlelight[2],
1216 this.beam_muzzlelight[3]
1222 Draw_ArcBeam_callback_entity = NULL;
1223 Draw_ArcBeam_callback_last_thickness = 0;
1224 Draw_ArcBeam_callback_last_top = '0 0 0';
1225 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1228 void Remove_ArcBeam(entity this)
1230 delete(this.beam_muzzleentity);
1231 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1234 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1236 int sf = ReadByte();
1237 int slot = ReadByte();
1240 this.beam_slot = slot;
1244 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1246 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1248 // set other main attributes of the beam
1249 this.draw = Draw_ArcBeam;
1250 IL_PUSH(g_drawables, this);
1251 this.entremove = Remove_ArcBeam;
1252 this.move_time = time;
1253 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1255 flash = new(arc_flash);
1257 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1258 //flash.drawmask = MASK_NORMAL;
1259 flash.solid = SOLID_NOT;
1260 flash.avelocity_z = 5000;
1261 setattachment(flash, this, "");
1262 setorigin(flash, '0 0 0');
1264 this.beam_muzzleentity = flash;
1268 flash = this.beam_muzzleentity;
1271 if(sf & ARC_SF_SETTINGS) // settings information
1273 this.beam_degreespersegment = ReadShort();
1274 this.beam_distancepersegment = ReadShort();
1275 this.beam_maxangle = ReadShort();
1276 this.beam_range = ReadCoord();
1277 this.beam_returnspeed = ReadShort();
1278 this.beam_tightness = (ReadByte() / 10);
1282 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1286 this.beam_usevieworigin = 0;
1289 this.sv_entnum = ReadByte();
1292 if(!this.beam_usevieworigin)
1294 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1295 this.iflags = IFLAG_ORIGIN;
1297 InterpolateOrigin_Undo(this);
1300 if(sf & ARC_SF_START) // starting location
1302 this.origin = ReadVector();
1304 else if(this.beam_usevieworigin) // infer the location from player location
1306 if(this.beam_usevieworigin == 2)
1309 this.origin = view_origin;
1313 // use player origin so that third person display still works
1314 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1318 setorigin(this, this.origin);
1320 if(sf & ARC_SF_WANTDIR) // want/aim direction
1322 this.v_angle = ReadVector();
1325 if(sf & ARC_SF_BEAMDIR) // beam direction
1327 this.angles = ReadAngleVector();
1330 if(sf & ARC_SF_BEAMTYPE) // beam type
1332 this.beam_type = ReadByte();
1334 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1335 switch(this.beam_type)
1339 this.beam_color = beamcolor;
1340 this.beam_alpha = 0.5;
1341 this.beam_thickness = 8;
1342 this.beam_traileffect = (EFFECT_ARC_BEAM);
1343 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1344 this.beam_hitlight[0] = 0;
1345 this.beam_hitlight[1] = 1;
1346 this.beam_hitlight[2] = 1;
1347 this.beam_hitlight[3] = 1;
1348 this.beam_muzzleeffect = EFFECT_Null;
1349 this.beam_muzzlelight[0] = 0;
1350 this.beam_muzzlelight[1] = 1;
1351 this.beam_muzzlelight[2] = 1;
1352 this.beam_muzzlelight[3] = 1;
1353 this.beam_image = "particles/lgbeam";
1354 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1356 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1357 flash.alpha = this.beam_alpha;
1358 flash.colormod = this.beam_color;
1363 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1365 this.beam_color = beamcolor;
1366 this.beam_alpha = 0.5;
1367 this.beam_thickness = 8;
1368 this.beam_traileffect = (EFFECT_ARC_BEAM);
1369 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1370 this.beam_hitlight[0] = 0;
1371 this.beam_hitlight[1] = 1;
1372 this.beam_hitlight[2] = 1;
1373 this.beam_hitlight[3] = 1;
1374 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1375 this.beam_muzzlelight[0] = 0;
1376 this.beam_muzzlelight[1] = 1;
1377 this.beam_muzzlelight[2] = 1;
1378 this.beam_muzzlelight[3] = 1;
1379 this.beam_image = "particles/lgbeam";
1380 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1382 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1383 flash.alpha = this.beam_alpha;
1384 flash.colormod = this.beam_color;
1391 this.beam_color = beamcolor;
1392 this.beam_alpha = 0.5;
1393 this.beam_thickness = 8;
1394 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1395 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1396 this.beam_hitlight[0] = 0;
1397 this.beam_hitlight[1] = 1;
1398 this.beam_hitlight[2] = 1;
1399 this.beam_hitlight[3] = 1;
1400 this.beam_muzzleeffect = EFFECT_Null;
1401 this.beam_muzzlelight[0] = 0;
1402 this.beam_muzzlelight[1] = 1;
1403 this.beam_muzzlelight[2] = 1;
1404 this.beam_muzzlelight[3] = 1;
1405 this.beam_image = "particles/lgbeam";
1406 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1408 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1409 flash.alpha = this.beam_alpha;
1410 flash.colormod = this.beam_color;
1417 this.beam_color = beamcolor;
1418 this.beam_alpha = 0.5;
1419 this.beam_thickness = 8;
1420 this.beam_traileffect = (EFFECT_ARC_BEAM);
1421 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1422 this.beam_hitlight[0] = 20;
1423 this.beam_hitlight[1] = 1;
1424 this.beam_hitlight[2] = 0;
1425 this.beam_hitlight[3] = 0;
1426 this.beam_muzzleeffect = EFFECT_Null;
1427 this.beam_muzzlelight[0] = 50;
1428 this.beam_muzzlelight[1] = 1;
1429 this.beam_muzzlelight[2] = 0;
1430 this.beam_muzzlelight[3] = 0;
1431 this.beam_image = "particles/lgbeam";
1432 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1434 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1435 flash.alpha = this.beam_alpha;
1436 flash.colormod = this.beam_color;
1441 case ARC_BT_BURST_MISS:
1443 this.beam_color = beamcolor;
1444 this.beam_alpha = 0.5;
1445 this.beam_thickness = 14;
1446 this.beam_traileffect = (EFFECT_ARC_BEAM);
1447 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1448 this.beam_hitlight[0] = 0;
1449 this.beam_hitlight[1] = 1;
1450 this.beam_hitlight[2] = 1;
1451 this.beam_hitlight[3] = 1;
1452 this.beam_muzzleeffect = EFFECT_Null;
1453 this.beam_muzzlelight[0] = 0;
1454 this.beam_muzzlelight[1] = 1;
1455 this.beam_muzzlelight[2] = 1;
1456 this.beam_muzzlelight[3] = 1;
1457 this.beam_image = "particles/lgbeam";
1458 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1460 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1461 flash.alpha = this.beam_alpha;
1462 flash.colormod = this.beam_color;
1467 case ARC_BT_BURST_WALL:
1469 this.beam_color = beamcolor;
1470 this.beam_alpha = 0.5;
1471 this.beam_thickness = 14;
1472 this.beam_traileffect = (EFFECT_ARC_BEAM);
1473 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1474 this.beam_hitlight[0] = 0;
1475 this.beam_hitlight[1] = 1;
1476 this.beam_hitlight[2] = 1;
1477 this.beam_hitlight[3] = 1;
1478 this.beam_muzzleeffect = EFFECT_Null;
1479 this.beam_muzzlelight[0] = 0;
1480 this.beam_muzzlelight[1] = 1;
1481 this.beam_muzzlelight[2] = 1;
1482 this.beam_muzzlelight[3] = 1;
1483 this.beam_image = "particles/lgbeam";
1484 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1486 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1487 flash.alpha = this.beam_alpha;
1488 flash.colormod = this.beam_color;
1493 case ARC_BT_BURST_HEAL:
1495 this.beam_color = beamcolor;
1496 this.beam_alpha = 0.5;
1497 this.beam_thickness = 14;
1498 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1499 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1500 this.beam_hitlight[0] = 0;
1501 this.beam_hitlight[1] = 1;
1502 this.beam_hitlight[2] = 1;
1503 this.beam_hitlight[3] = 1;
1504 this.beam_muzzleeffect = EFFECT_Null;
1505 this.beam_muzzlelight[0] = 0;
1506 this.beam_muzzlelight[1] = 1;
1507 this.beam_muzzlelight[2] = 1;
1508 this.beam_muzzlelight[3] = 1;
1509 this.beam_image = "particles/lgbeam";
1510 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1512 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1513 flash.alpha = this.beam_alpha;
1514 flash.colormod = this.beam_color;
1519 case ARC_BT_BURST_HIT:
1521 this.beam_color = beamcolor;
1522 this.beam_alpha = 0.5;
1523 this.beam_thickness = 14;
1524 this.beam_traileffect = (EFFECT_ARC_BEAM);
1525 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1526 this.beam_hitlight[0] = 0;
1527 this.beam_hitlight[1] = 1;
1528 this.beam_hitlight[2] = 1;
1529 this.beam_hitlight[3] = 1;
1530 this.beam_muzzleeffect = EFFECT_Null;
1531 this.beam_muzzlelight[0] = 0;
1532 this.beam_muzzlelight[1] = 1;
1533 this.beam_muzzlelight[2] = 1;
1534 this.beam_muzzlelight[3] = 1;
1535 this.beam_image = "particles/lgbeam";
1536 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1538 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1539 flash.alpha = this.beam_alpha;
1540 flash.colormod = this.beam_color;
1546 // shouldn't be possible, but lets make it colorful if it does :D
1549 this.beam_color = randomvec();
1550 this.beam_alpha = 1;
1551 this.beam_thickness = 8;
1552 this.beam_traileffect = NULL;
1553 this.beam_hiteffect = NULL;
1554 this.beam_hitlight[0] = 0;
1555 this.beam_hitlight[1] = 1;
1556 this.beam_hitlight[2] = 1;
1557 this.beam_hitlight[3] = 1;
1558 this.beam_muzzleeffect = EFFECT_Null;
1559 this.beam_muzzlelight[0] = 0;
1560 this.beam_muzzlelight[1] = 1;
1561 this.beam_muzzlelight[2] = 1;
1562 this.beam_muzzlelight[3] = 1;
1563 this.beam_image = "particles/lgbeam";
1564 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1566 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1567 flash.alpha = this.beam_alpha;
1568 flash.colormod = this.beam_color;
1576 if(!this.beam_usevieworigin)
1578 InterpolateOrigin_Note(this);