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1 #include "arc.qh"
2
3 #ifdef SVQC
4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
6
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
8 {
9         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
10
11         // Truncate information when this beam is displayed to the owner client
12         // - The owner client has no use for beam start position or directions,
13         //    it always figures this information out for itself with csqc code.
14         // - Spectating the owner also truncates this information.
15         float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
16         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
17
18         WriteByte(MSG_ENTITY, sf);
19         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
20
21         if(sf & ARC_SF_SETTINGS) // settings information
22         {
23                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
24                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
25                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
26                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
27                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
28                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
29
30                 WriteByte(MSG_ENTITY, drawlocal);
31                 WriteByte(MSG_ENTITY, etof(this.owner));
32         }
33         if(sf & ARC_SF_START) // starting location
34         {
35                 WriteVector(MSG_ENTITY, this.beam_start);
36         }
37         if(sf & ARC_SF_WANTDIR) // want/aim direction
38         {
39                 WriteVector(MSG_ENTITY, this.beam_wantdir);
40         }
41         if(sf & ARC_SF_BEAMDIR) // beam direction
42         {
43                 WriteAngleVector(MSG_ENTITY, this.beam_dir);
44         }
45         if(sf & ARC_SF_BEAMTYPE) // beam type
46         {
47                 WriteByte(MSG_ENTITY, this.beam_type);
48         }
49
50         return true;
51 }
52
53 void Reset_ArcBeam(entity player, vector forward)
54 {
55         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
56         {
57                 .entity weaponentity = weaponentities[slot];
58                 if(!player.(weaponentity).arc_beam)
59                         continue;
60                 player.(weaponentity).arc_beam.beam_dir = forward;
61                 player.(weaponentity).arc_beam.beam_teleporttime = time;
62         }
63 }
64
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
66 {
67         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
68         {
69                 player.arc_overheat = 0;
70                 return 0;
71         }
72
73         if ( player.(weaponentity).arc_beam )
74                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
75
76         if ( player.arc_overheat > time )
77         {
78                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79                         * player.arc_cooldown;
80         }
81
82         return 0;
83 }
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
85 {
86         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
88 }
89
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
91 {
92         this.event_damage = func_null;
93         RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
94
95         delete(this);
96 }
97
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
99 {
100         W_Arc_Bolt_Explode(this, trigger);
101 }
102
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
104 {
105         if(GetResource(this, RES_HEALTH) <= 0)
106                 return;
107
108         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109                 return; // g_projectiles_damage says to halt
110
111         TakeResource(this, RES_HEALTH, damage);
112         this.angles = vectoangles(this.velocity);
113
114         if(GetResource(this, RES_HEALTH) <= 0)
115                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
116 }
117
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
119 {
120         PROJECTILE_TOUCH(this, toucher);
121         this.use(this, NULL, toucher);
122 }
123
124 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
125 {
126         entity missile;
127
128         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
129
130         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
131
132         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
133
134         missile = new(missile);
135         missile.owner = missile.realowner = actor;
136         missile.bot_dodge = true;
137         IL_PUSH(g_bot_dodge, missile);
138         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
139
140         missile.takedamage = DAMAGE_YES;
141         SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
142         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
143         missile.event_damage = W_Arc_Bolt_Damage;
144         missile.damagedbycontents = true;
145         IL_PUSH(g_damagedbycontents, missile);
146
147         settouch(missile, W_Arc_Bolt_Touch);
148         missile.use = W_Arc_Bolt_Explode_use;
149         setthink(missile, adaptor_think2use_hittype_splash);
150         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
151         PROJECTILE_MAKETRIGGER(missile);
152         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
153         missile.weaponentity_fld = weaponentity;
154         setorigin(missile, w_shotorg);
155         setsize(missile, '0 0 0', '0 0 0');
156
157         set_movetype(missile, MOVETYPE_FLY);
158         W_SetupProjVelocity_PRE(missile, arc, bolt_);
159
160         missile.angles = vectoangles(missile.velocity);
161         missile.flags = FL_PROJECTILE;
162         missile.missile_flags = MIF_SPLASH;
163
164         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
165
166         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
167 }
168
169 void W_Arc_Beam_Think(entity this)
170 {
171         .entity weaponentity = this.weaponentity_fld;
172         entity own = this.owner;
173         if(this != own.(weaponentity).arc_beam)
174         {
175                 delete(this);
176                 return;
177         }
178
179         float burst = 0;
180         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
181         {
182                 if(!this.beam_bursting)
183                         this.beam_bursting = true;
184                 burst = ARC_BT_BURSTMASK;
185         }
186
187         Weapon thiswep = WEP_ARC;
188
189         // TODO: use standard weapon use checks here!
190         if(
191                 !IS_PLAYER(own)
192                 ||
193                 IS_DEAD(own)
194                 ||
195                 game_stopped
196                 ||
197                 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
198                 ||
199                 own.(weaponentity).m_switchweapon != WEP_ARC
200                 ||
201                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
202                 ||
203                 own.vehicle
204                 ||
205                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
206         )
207         {
208                 if ( WEP_CVAR(arc, cooldown) > 0 )
209                 {
210                         float cooldown_speed = 0;
211                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
212                         {
213                                 cooldown_speed = WEP_CVAR(arc, cooldown);
214                         }
215                         else if ( !burst )
216                         {
217                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
218                         }
219
220                         if ( cooldown_speed )
221                         {
222                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
223                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
224                                 own.arc_cooldown = cooldown_speed;
225                         }
226
227                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
228                         {
229                                 Send_Effect(EFFECT_ARC_OVERHEAT,
230                                         this.beam_start, this.beam_wantdir, 1 );
231                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
232                         }
233                 }
234
235                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
236                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
237                 {
238                         // note: this doesn't force the switch
239                         W_SwitchToOtherWeapon(own, weaponentity);
240                 }
241                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
242                 delete(this);
243                 return;
244         }
245
246         // decrease ammo
247         float coefficient = frametime;
248         if(!(own.items & IT_UNLIMITED_AMMO))
249         {
250                 float rootammo;
251                 if(burst)
252                         { rootammo = WEP_CVAR(arc, burst_ammo); }
253                 else
254                         { rootammo = WEP_CVAR(arc, beam_ammo); }
255
256                 if(rootammo)
257                 {
258                         coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
259                         SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
260                 }
261         }
262         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
263         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
264
265         makevectors(own.v_angle);
266
267         W_SetupShot_Range(
268                 own,
269                 weaponentity,
270                 true,
271                 0,
272                 SND_Null,
273                 0,
274                 WEP_CVAR(arc, beam_damage) * coefficient,
275                 WEP_CVAR(arc, beam_range),
276                 thiswep.m_id
277         );
278
279         // After teleport, "lock" the beam until the teleport is confirmed.
280         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
281                 w_shotdir = this.beam_dir;
282         }
283
284         // network information: shot origin and want/aim direction
285         if(this.beam_start != w_shotorg)
286         {
287                 this.SendFlags |= ARC_SF_START;
288                 this.beam_start = w_shotorg;
289         }
290         if(this.beam_wantdir != w_shotdir)
291         {
292                 this.SendFlags |= ARC_SF_WANTDIR;
293                 this.beam_wantdir = w_shotdir;
294         }
295
296         if(!this.beam_initialized)
297         {
298                 this.beam_dir = w_shotdir;
299                 this.beam_initialized = true;
300         }
301
302         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
303         // idea: blend together this.beam_dir with the inverted direction the player is moving in
304         // might have to make some special accomodation so that it only uses view_right and view_up
305
306         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
307
308         float segments;
309         if(this.beam_dir != w_shotdir)
310         {
311                 // calculate how much we're going to move the end of the beam to the want position
312                 // WEAPONTODO (server and client):
313                 // blendfactor never actually becomes 0 in this situation, which is a problem
314                 // regarding precision... this means that this.beam_dir and w_shotdir approach
315                 // eachother, however they never actually become the same value with this method.
316                 // Perhaps we should do some form of rounding/snapping?
317                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
318                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
319                 {
320                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
321                         float blendfactor = bound(
322                                 0,
323                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
324                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
325                         );
326                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
327                                 this.beam_dir = w_shotdir;
328                         else
329                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
330                 }
331                 else
332                 {
333                         // the radius is not too far yet, no worries :D
334                         float blendfactor = bound(
335                                 0,
336                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
337                                 1
338                         );
339                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
340                                 this.beam_dir = w_shotdir;
341                         else
342                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
343                 }
344
345                 // network information: beam direction
346                 this.SendFlags |= ARC_SF_BEAMDIR;
347
348                 // calculate how many segments are needed
349                 float max_allowed_segments;
350
351                 if(WEP_CVAR(arc, beam_distancepersegment))
352                 {
353                         max_allowed_segments = min(
354                                 ARC_MAX_SEGMENTS,
355                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
356                         );
357                 }
358                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
359
360                 if(WEP_CVAR(arc, beam_degreespersegment))
361                 {
362                         segments = bound(
363                                 1,
364                                 (
365                                         min(
366                                                 angle,
367                                                 WEP_CVAR(arc, beam_maxangle)
368                                         )
369                                         /
370                                         WEP_CVAR(arc, beam_degreespersegment)
371                                 ),
372                                 max_allowed_segments
373                         );
374                 }
375                 else { segments = 1; }
376         }
377         else { segments = 1; }
378
379         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
380         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
381
382         float i;
383         float new_beam_type = 0;
384         vector last_origin = w_shotorg;
385         for(i = 1; i <= segments; ++i)
386         {
387                 // WEAPONTODO (client):
388                 // In order to do nice fading and pointing on the starting segment, we must always
389                 // have that drawn as a separate triangle... However, that is difficult to do when
390                 // keeping in mind the above problems and also optimizing the amount of segments
391                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
392
393                 vector new_origin = bezier_quadratic_getpoint(
394                         w_shotorg,
395                         beam_controlpoint,
396                         beam_endpos,
397                         i / segments);
398                 vector new_dir = normalize(new_origin - last_origin);
399
400                 WarpZone_traceline_antilag(
401                         own,
402                         last_origin,
403                         new_origin,
404                         MOVE_NORMAL,
405                         own,
406                         ANTILAG_LATENCY(own)
407                 );
408
409                 // Do all the transforms for warpzones right now, as we already
410                 // "are" in the post-trace system (if we hit a player, that's
411                 // always BEHIND the last passed wz).
412                 last_origin = trace_endpos;
413                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
414                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
415                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
416                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
417
418                 bool is_player = (
419                         IS_PLAYER(trace_ent)
420                         ||
421                         trace_ent.classname == "body"
422                         ||
423                         IS_MONSTER(trace_ent)
424                 );
425
426                 if(trace_ent)
427                 {
428                         if(SAME_TEAM(own, trace_ent))
429                         {
430                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
431                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
432                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
433                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
434                                 if(IS_PLAYER(trace_ent) && rootarmor)
435                                 {
436                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
437                                         {
438                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
439                                                 trace_ent.pauserotarmor_finished = max(
440                                                         trace_ent.pauserotarmor_finished,
441                                                         time + autocvar_g_balance_pause_armor_rot
442                                                 );
443                                         }
444                                 }
445                                 if(roothealth || rootarmor)
446                                         new_beam_type = ARC_BT_HEAL;
447                         }
448                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
449                         {
450                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
451                                 // NO. trace_endpos should be just fine. If not,
452                                 // that's an engine bug that needs proper debugging.
453                                 vector hitorigin = trace_endpos;
454
455                                 float falloff = ExponentialFalloff(
456                                         WEP_CVAR(arc, beam_falloff_mindist),
457                                         WEP_CVAR(arc, beam_falloff_maxdist),
458                                         WEP_CVAR(arc, beam_falloff_halflifedist),
459                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
460                                 );
461
462                                 float rootdamage;
463                                 if(is_player)
464                                 {
465                                         if(burst)
466                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
467                                         else
468                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
469                                 }
470                                 else
471                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
472
473                                 if(accuracy_isgooddamage(own, trace_ent))
474                                 {
475                                         accuracy_add(
476                                                 own,
477                                                 WEP_ARC,
478                                                 0,
479                                                 rootdamage * coefficient * falloff
480                                         );
481                                 }
482
483                                 Damage(
484                                         trace_ent,
485                                         own,
486                                         own,
487                                         rootdamage * coefficient * falloff,
488                                         WEP_ARC.m_id,
489                                         weaponentity,
490                                         hitorigin,
491                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
492                                 );
493
494                                 new_beam_type = ARC_BT_HIT;
495                         }
496                         break;
497                 }
498                 else if(trace_fraction != 1)
499                 {
500                         // we collided with geometry
501                         new_beam_type = ARC_BT_WALL;
502                         break;
503                 }
504         }
505
506         // te_explosion(trace_endpos);
507
508         // if we're bursting, use burst visual effects
509         new_beam_type |= burst;
510
511         // network information: beam type
512         if(new_beam_type != this.beam_type)
513         {
514                 this.SendFlags |= ARC_SF_BEAMTYPE;
515                 this.beam_type = new_beam_type;
516         }
517
518         own.(weaponentity).beam_prev = time;
519         this.nextthink = time;
520 }
521
522 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
523 {
524
525         // only play fire sound if 1 sec has passed since player let go the fire button
526         if(time - actor.(weaponentity).beam_prev > 1)
527                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
528
529         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
530         beam.weaponentity_fld = weaponentity;
531         beam.solid = SOLID_NOT;
532         setthink(beam, W_Arc_Beam_Think);
533         beam.owner = actor;
534         set_movetype(beam, MOVETYPE_NONE);
535         beam.bot_dodge = true;
536         IL_PUSH(g_bot_dodge, beam);
537         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
538         beam.beam_bursting = burst;
539         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
540
541         getthink(beam)(beam);
542 }
543 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
544 {
545         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
546         {
547                 w_ready(thiswep, actor, weaponentity, fire);
548                 return;
549         }
550
551         // attack handled by the beam itself, this is just a loop to keep the attack happening!
552
553         // NOTE: arc doesn't use a refire
554         //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
555         actor.(weaponentity).wframe = WFRAME_FIRE1;
556         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
557 }
558 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
559 {
560         // TODO: spamming this without checking any refires is asking for trouble!
561         makevectors(actor.v_angle);
562         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
563
564         vector smoke_origin = w_shotorg + actor.velocity*frametime;
565         if ( actor.arc_overheat > time )
566         {
567                 if ( random() < actor.(weaponentity).arc_heat_percent )
568                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
569                 if ( (fire & 1) || (fire & 2) )
570                 {
571                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
572                         if ( !actor.arc_smoke_sound )
573                         {
574                                 actor.arc_smoke_sound = 1;
575                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
576                         }
577                 }
578         }
579         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
580                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
581         {
582                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
583                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
584                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
585         }
586
587         bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
588         bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
589         if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
590         {
591                 actor.arc_smoke_sound = 0;
592                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
593         }
594 }
595
596 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
597 {
598     if(WEP_CVAR(arc, beam_botaimspeed))
599     {
600         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
601                 actor,
602                 weaponentity,
603             WEP_CVAR(arc, beam_botaimspeed),
604             0,
605             WEP_CVAR(arc, beam_botaimlifetime),
606             false
607         );
608     }
609     else
610     {
611         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
612                 actor,
613                 weaponentity,
614             1000000,
615             0,
616             0.001,
617             false
618         );
619     }
620 }
621 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
622 {
623     Arc_Player_SetHeat(actor, weaponentity);
624     Arc_Smoke(thiswep, actor, weaponentity, fire);
625
626     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
627
628     if (time >= actor.arc_overheat)
629     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
630     {
631         #if 0
632         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
633         {
634             #if 0
635             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
636                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
637             else
638             #endif
639                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
640         }
641         #endif
642
643         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
644         {
645             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
646             {
647                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
648
649                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
650                 {
651                         actor.(weaponentity).wframe = WFRAME_FIRE1;
652                     weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
653                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
654                 }
655             }
656         }
657
658         return;
659     }
660     else if(fire & 2)
661     {
662         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
663         {
664             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
665             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
666         }
667     }
668
669     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
670     {
671         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
672         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
673         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
674     }
675     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
676
677     #if 0
678     if(fire & 2)
679     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
680     {
681         W_Arc_Attack2();
682         actor.arc_count = autocvar_g_balance_arc_secondary_count;
683         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
684         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
685     }
686     #endif
687 }
688 METHOD(Arc, wr_init, void(entity thiswep))
689 {
690     if(!arc_shotorigin[0])
691     {
692         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
693         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
694         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
695         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
696     }
697 }
698 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
699 {
700     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
701 }
702 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
703 {
704     if(WEP_CVAR(arc, bolt))
705     {
706         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
707         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
708         return ammo_amount;
709     }
710     else
711         return WEP_CVAR(arc, overheat_max) > 0 &&
712             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
713 }
714 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
715 {
716     if(w_deathtype & HITTYPE_SECONDARY)
717         return WEAPON_ARC_MURDER_SPRAY;
718     else
719         return WEAPON_ARC_MURDER;
720 }
721 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
722 {
723     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
724     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
725     actor.arc_overheat = 0;
726     actor.arc_cooldown = 0;
727     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
728 }
729 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
730 {
731     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
732         weapon_dropevent_item.arc_overheat > time )
733     {
734         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
735         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
736     }
737 }
738 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
739 {
740     actor.arc_overheat = 0;
741     actor.arc_cooldown = 0;
742     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743     {
744         .entity weaponentity = weaponentities[slot];
745         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
746     }
747 }
748 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
749 {
750     actor.arc_overheat = 0;
751     actor.arc_cooldown = 0;
752     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
753 }
754 #endif
755 #ifdef CSQC
756 bool autocvar_cl_arcbeam_teamcolor = true;
757 bool autocvar_cl_arcbeam_simple = true;
758
759 .int beam_slot;
760
761 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
762 {
763     if(w_deathtype & HITTYPE_SECONDARY)
764     {
765         vector org2;
766         org2 = w_org + w_backoff * 6;
767         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
768         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
769     }
770 }
771
772 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
773 {
774         entity beam = Draw_ArcBeam_callback_entity;
775         vector transformed_view_org;
776         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
777
778         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
779         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
780         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
781
782         vector hitorigin;
783
784         // draw segment
785         #if 0
786         if(trace_fraction != 1)
787         {
788                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
789                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
790                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
791         }
792         else
793         {
794                 hitorigin = hit;
795         }
796         #else
797         hitorigin = hit;
798         #endif
799
800         // decide upon thickness
801         float thickness = beam.beam_thickness;
802
803         // draw primary beam render
804         vector top    = hitorigin + (thickdir * thickness);
805         vector bottom = hitorigin - (thickdir * thickness);
806
807         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
808         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
809
810         if(autocvar_cl_arcbeam_simple)
811                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
812         else
813         {
814                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
815                 R_PolygonVertex(
816                         top,
817                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
818                         beam.beam_color,
819                         beam.beam_alpha
820                 );
821                 R_PolygonVertex(
822                         last_top,
823                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
824                         beam.beam_color,
825                         beam.beam_alpha
826                 );
827                 R_PolygonVertex(
828                         last_bottom,
829                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
830                         beam.beam_color,
831                         beam.beam_alpha
832                 );
833                 R_PolygonVertex(
834                         bottom,
835                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
836                         beam.beam_color,
837                         beam.beam_alpha
838                 );
839                 R_EndPolygon();
840         }
841
842         // draw trailing particles
843         // NOTES:
844         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
845         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
846         if(beam.beam_traileffect)
847         {
848                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
849         }
850
851         // set up for the next
852         Draw_ArcBeam_callback_last_thickness = thickness;
853         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
854         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
855 }
856
857 void Reset_ArcBeam()
858 {
859         entity e;
860         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
861                 e.beam_initialized = false;
862         }
863         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
864                 e.beam_initialized = false;
865         }
866 }
867
868 void Draw_ArcBeam(entity this)
869 {
870         float dt = time - this.move_time;
871         this.move_time = time;
872         if(dt <= 0) { return; }
873
874         if(!this.beam_usevieworigin)
875         {
876                 InterpolateOrigin_Do(this);
877         }
878
879         // origin = beam starting origin
880         // v_angle = wanted/aim direction
881         // angles = current direction of beam
882
883         vector start_pos;
884         vector wantdir; //= view_forward;
885         vector beamdir; //= this.beam_dir;
886
887         float segments;
888         if(this.beam_usevieworigin)
889         {
890                 // WEAPONTODO:
891                 // Currently we have to replicate nearly the same method of figuring
892                 // out the shotdir that the server does... Ideally in the future we
893                 // should be able to acquire this from a generalized function built
894                 // into a weapon system for client code.
895
896                 // find where we are aiming
897                 vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
898                 vector forward, right, up;
899                 MAKE_VECTORS(myviewangle, forward, right, up);
900                 entity wepent = viewmodels[this.beam_slot];
901
902                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
903
904                 // decide upon start position
905                 if(this.beam_usevieworigin == 2)
906                         { start_pos = warpzone_save_view_origin; }
907                 else if(csqcplayer)
908                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
909                 else
910                         { start_pos = this.origin; }
911
912                 // trace forward with an estimation
913                 WarpZone_TraceLine(
914                         start_pos,
915                         start_pos + forward * this.beam_range,
916                         MOVE_NOMONSTERS,
917                         this
918                 );
919
920                 int v_shot_idx;  // used later
921                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
922                 if(v_shot_idx && this.beam_usevieworigin == 2)
923                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
924
925                 // untransform in case our trace went through a warpzone
926                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
927
928                 // un-adjust trueaim if shotend is too close
929                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
930                         end_pos = start_pos + (forward * g_trueaim_minrange);
931
932                 // move shot origin to the actual gun muzzle origin
933                 vector origin_offset = '0 0 0';
934                 if(!v_shot_idx || this.beam_usevieworigin != 2)
935                 {
936                         this.beam_shotorigin = wepent.movedir;
937                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
938                 }
939                 else
940                         this.beam_shotorigin = '0 0 0';
941
942                 start_pos = start_pos + origin_offset;
943
944                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
945                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
946                 start_pos = trace_endpos;
947
948                 // calculate the aim direction now
949                 wantdir = normalize(end_pos - start_pos);
950
951                 if(!this.beam_initialized)
952                 {
953                         this.beam_dir = wantdir;
954                         this.beam_initialized = true;
955
956                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
957                 }
958
959                 if(this.beam_dir != wantdir)
960                 {
961                         // calculate how much we're going to move the end of the beam to the want position
962                         // WEAPONTODO (server and client):
963                         // blendfactor never actually becomes 0 in this situation, which is a problem
964                         // regarding precision... this means that this.beam_dir and w_shotdir approach
965                         // eachother, however they never actually become the same value with this method.
966                         // Perhaps we should do some form of rounding/snapping?
967                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
968                         if(angle && (angle > this.beam_maxangle))
969                         {
970                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
971                                 float blendfactor = bound(
972                                         0,
973                                         (1 - (this.beam_returnspeed * dt)),
974                                         min(this.beam_maxangle / angle, 1)
975                                 );
976                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
977                         }
978                         else
979                         {
980                                 // the radius is not too far yet, no worries :D
981                                 float blendfactor = bound(
982                                         0,
983                                         (1 - (this.beam_returnspeed * dt)),
984                                         1
985                                 );
986                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
987                         }
988
989                         // calculate how many segments are needed
990                         float max_allowed_segments;
991
992                         if(this.beam_distancepersegment)
993                         {
994                                 max_allowed_segments = min(
995                                         ARC_MAX_SEGMENTS,
996                                         1 + (vlen(wantdir / this.beam_distancepersegment))
997                                 );
998                         }
999                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1000
1001                         if(this.beam_degreespersegment)
1002                         {
1003                                 segments = bound(
1004                                         1,
1005                                         (
1006                                                 min(
1007                                                         angle,
1008                                                         this.beam_maxangle
1009                                                 )
1010                                                 /
1011                                                 this.beam_degreespersegment
1012                                         ),
1013                                         max_allowed_segments
1014                                 );
1015                         }
1016                         else { segments = 1; }
1017                 }
1018                 else { segments = 1; }
1019
1020                 // set the beam direction which the rest of the code will refer to
1021                 beamdir = this.beam_dir;
1022
1023                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1024                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1025         }
1026         else
1027         {
1028                 // set the values from the provided info from the networked entity
1029                 start_pos = this.origin;
1030                 wantdir = this.v_angle;
1031                 beamdir = this.angles;
1032
1033                 if(beamdir != wantdir)
1034                 {
1035                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1036
1037                         // calculate how many segments are needed
1038                         float max_allowed_segments;
1039
1040                         if(this.beam_distancepersegment)
1041                         {
1042                                 max_allowed_segments = min(
1043                                         ARC_MAX_SEGMENTS,
1044                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1045                                 );
1046                         }
1047                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1048
1049                         if(this.beam_degreespersegment)
1050                         {
1051                                 segments = bound(
1052                                         1,
1053                                         (
1054                                                 min(
1055                                                         angle,
1056                                                         this.beam_maxangle
1057                                                 )
1058                                                 /
1059                                                 this.beam_degreespersegment
1060                                         ),
1061                                         max_allowed_segments
1062                                 );
1063                         }
1064                         else { segments = 1; }
1065                 }
1066                 else { segments = 1; }
1067         }
1068
1069         setorigin(this, start_pos);
1070         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1071
1072         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1073         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1074
1075         Draw_ArcBeam_callback_entity = this;
1076         Draw_ArcBeam_callback_last_thickness = 0;
1077         Draw_ArcBeam_callback_last_top = start_pos;
1078         Draw_ArcBeam_callback_last_bottom = start_pos;
1079
1080         vector last_origin = start_pos;
1081         vector original_start_pos = start_pos;
1082
1083         float i;
1084         for(i = 1; i <= segments; ++i)
1085         {
1086                 // WEAPONTODO (client):
1087                 // In order to do nice fading and pointing on the starting segment, we must always
1088                 // have that drawn as a separate triangle... However, that is difficult to do when
1089                 // keeping in mind the above problems and also optimizing the amount of segments
1090                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1091
1092                 vector new_origin = bezier_quadratic_getpoint(
1093                         start_pos,
1094                         beam_controlpoint,
1095                         beam_endpos,
1096                         i / segments);
1097
1098                 WarpZone_TraceBox_ThroughZone(
1099                         last_origin,
1100                         '0 0 0',
1101                         '0 0 0',
1102                         new_origin,
1103                         MOVE_NORMAL,
1104                         NULL,
1105                         NULL,
1106                         Draw_ArcBeam_callback
1107                 );
1108
1109                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1110                 // system (if we hit a player, that's always BEHIND the last passed wz).
1111                 last_origin = trace_endpos;
1112                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1113                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1114                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1115                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1116                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1117                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1118
1119                 if(trace_fraction < 1) { break; }
1120         }
1121
1122         // visual effects for startpoint and endpoint
1123         if(this.beam_hiteffect)
1124         {
1125                 // FIXME we really should do this on the server so it actually
1126                 // matches gameplay. What this client side stuff is doing is no
1127                 // more than guesswork.
1128                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1129                 pointparticles(
1130                         this.beam_hiteffect,
1131                         last_origin,
1132                         beamdir * -1,
1133                         dt * 2
1134                 );
1135         }
1136         if(this.beam_hitlight[0])
1137         {
1138                 adddynamiclight(
1139                         last_origin,
1140                         this.beam_hitlight[0],
1141                         vec3(
1142                                 this.beam_hitlight[1],
1143                                 this.beam_hitlight[2],
1144                                 this.beam_hitlight[3]
1145                         )
1146                 );
1147         }
1148         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1149         {
1150                 pointparticles(
1151                         this.beam_muzzleeffect,
1152                         original_start_pos + wantdir * 20,
1153                         wantdir * 1000,
1154                         dt * 0.1
1155                 );
1156         }
1157         if(this.beam_muzzlelight[0])
1158         {
1159                 adddynamiclight(
1160                         original_start_pos + wantdir * 20,
1161                         this.beam_muzzlelight[0],
1162                         vec3(
1163                                 this.beam_muzzlelight[1],
1164                                 this.beam_muzzlelight[2],
1165                                 this.beam_muzzlelight[3]
1166                         )
1167                 );
1168         }
1169
1170         // cleanup
1171         Draw_ArcBeam_callback_entity = NULL;
1172         Draw_ArcBeam_callback_last_thickness = 0;
1173         Draw_ArcBeam_callback_last_top = '0 0 0';
1174         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1175 }
1176
1177 void Remove_ArcBeam(entity this)
1178 {
1179         delete(this.beam_muzzleentity);
1180         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1181 }
1182
1183 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1184 {
1185         int sf = ReadByte();
1186         int slot = ReadByte();
1187         entity flash;
1188
1189         this.beam_slot = slot;
1190
1191         if(isnew)
1192         {
1193                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1194
1195                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1196
1197                 // set other main attributes of the beam
1198                 this.draw = Draw_ArcBeam;
1199                 IL_PUSH(g_drawables, this);
1200                 this.entremove = Remove_ArcBeam;
1201                 this.move_time = time;
1202                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1203
1204                 flash = spawn();
1205                 flash.owner = this;
1206                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1207                 //flash.drawmask = MASK_NORMAL;
1208                 flash.solid = SOLID_NOT;
1209                 flash.avelocity_z = 5000;
1210                 setattachment(flash, this, "");
1211                 setorigin(flash, '0 0 0');
1212
1213                 this.beam_muzzleentity = flash;
1214         }
1215         else
1216         {
1217                 flash = this.beam_muzzleentity;
1218         }
1219
1220         if(sf & ARC_SF_SETTINGS) // settings information
1221         {
1222                 this.beam_degreespersegment = ReadShort();
1223                 this.beam_distancepersegment = ReadShort();
1224                 this.beam_maxangle = ReadShort();
1225                 this.beam_range = ReadCoord();
1226                 this.beam_returnspeed = ReadShort();
1227                 this.beam_tightness = (ReadByte() / 10);
1228
1229                 if(ReadByte())
1230                 {
1231                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1232                 }
1233                 else
1234                 {
1235                         this.beam_usevieworigin = 0;
1236                 }
1237
1238                 this.sv_entnum = ReadByte();
1239         }
1240
1241         if(!this.beam_usevieworigin)
1242         {
1243                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1244                 this.iflags = IFLAG_ORIGIN;
1245
1246                 InterpolateOrigin_Undo(this);
1247         }
1248
1249         if(sf & ARC_SF_START) // starting location
1250         {
1251                 this.origin = ReadVector();
1252         }
1253         else if(this.beam_usevieworigin) // infer the location from player location
1254         {
1255                 if(this.beam_usevieworigin == 2)
1256                 {
1257                         // use view origin
1258                         this.origin = view_origin;
1259                 }
1260                 else
1261                 {
1262                         // use player origin so that third person display still works
1263                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1264                 }
1265         }
1266
1267         setorigin(this, this.origin);
1268
1269         if(sf & ARC_SF_WANTDIR) // want/aim direction
1270         {
1271                 this.v_angle = ReadVector();
1272         }
1273
1274         if(sf & ARC_SF_BEAMDIR) // beam direction
1275         {
1276                 this.angles = ReadAngleVector();
1277         }
1278
1279         if(sf & ARC_SF_BEAMTYPE) // beam type
1280         {
1281                 this.beam_type = ReadByte();
1282
1283                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1284                 switch(this.beam_type)
1285                 {
1286                         case ARC_BT_MISS:
1287                         {
1288                                 this.beam_color = beamcolor;
1289                                 this.beam_alpha = 0.5;
1290                                 this.beam_thickness = 8;
1291                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1292                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1293                                 this.beam_hitlight[0] = 0;
1294                                 this.beam_hitlight[1] = 1;
1295                                 this.beam_hitlight[2] = 1;
1296                                 this.beam_hitlight[3] = 1;
1297                                 this.beam_muzzleeffect = EFFECT_Null;
1298                                 this.beam_muzzlelight[0] = 0;
1299                                 this.beam_muzzlelight[1] = 1;
1300                                 this.beam_muzzlelight[2] = 1;
1301                                 this.beam_muzzlelight[3] = 1;
1302                                 this.beam_image = "particles/lgbeam";
1303                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1304                                 {
1305                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1306                                         flash.alpha = this.beam_alpha;
1307                                         flash.colormod = this.beam_color;
1308                                         flash.scale = 0.35;
1309                                 }
1310                                 break;
1311                         }
1312                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1313                         {
1314                                 this.beam_color = beamcolor;
1315                                 this.beam_alpha = 0.5;
1316                                 this.beam_thickness = 8;
1317                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1318                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1319                                 this.beam_hitlight[0] = 0;
1320                                 this.beam_hitlight[1] = 1;
1321                                 this.beam_hitlight[2] = 1;
1322                                 this.beam_hitlight[3] = 1;
1323                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1324                                 this.beam_muzzlelight[0] = 0;
1325                                 this.beam_muzzlelight[1] = 1;
1326                                 this.beam_muzzlelight[2] = 1;
1327                                 this.beam_muzzlelight[3] = 1;
1328                                 this.beam_image = "particles/lgbeam";
1329                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1330                                 {
1331                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1332                                         flash.alpha = this.beam_alpha;
1333                                         flash.colormod = this.beam_color;
1334                                         flash.scale = 0.35;
1335                                 }
1336                                 break;
1337                         }
1338                         case ARC_BT_HEAL:
1339                         {
1340                                 this.beam_color = beamcolor;
1341                                 this.beam_alpha = 0.5;
1342                                 this.beam_thickness = 8;
1343                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1344                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1345                                 this.beam_hitlight[0] = 0;
1346                                 this.beam_hitlight[1] = 1;
1347                                 this.beam_hitlight[2] = 1;
1348                                 this.beam_hitlight[3] = 1;
1349                                 this.beam_muzzleeffect = EFFECT_Null;
1350                                 this.beam_muzzlelight[0] = 0;
1351                                 this.beam_muzzlelight[1] = 1;
1352                                 this.beam_muzzlelight[2] = 1;
1353                                 this.beam_muzzlelight[3] = 1;
1354                                 this.beam_image = "particles/lgbeam";
1355                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1356                                 {
1357                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1358                                         flash.alpha = this.beam_alpha;
1359                                         flash.colormod = this.beam_color;
1360                                         flash.scale = 0.35;
1361                                 }
1362                                 break;
1363                         }
1364                         case ARC_BT_HIT:
1365                         {
1366                                 this.beam_color = beamcolor;
1367                                 this.beam_alpha = 0.5;
1368                                 this.beam_thickness = 8;
1369                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1370                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1371                                 this.beam_hitlight[0] = 20;
1372                                 this.beam_hitlight[1] = 1;
1373                                 this.beam_hitlight[2] = 0;
1374                                 this.beam_hitlight[3] = 0;
1375                                 this.beam_muzzleeffect = EFFECT_Null;
1376                                 this.beam_muzzlelight[0] = 50;
1377                                 this.beam_muzzlelight[1] = 1;
1378                                 this.beam_muzzlelight[2] = 0;
1379                                 this.beam_muzzlelight[3] = 0;
1380                                 this.beam_image = "particles/lgbeam";
1381                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1382                                 {
1383                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1384                                         flash.alpha = this.beam_alpha;
1385                                         flash.colormod = this.beam_color;
1386                                         flash.scale = 0.35;
1387                                 }
1388                                 break;
1389                         }
1390                         case ARC_BT_BURST_MISS:
1391                         {
1392                                 this.beam_color = beamcolor;
1393                                 this.beam_alpha = 0.5;
1394                                 this.beam_thickness = 14;
1395                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1396                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1397                                 this.beam_hitlight[0] = 0;
1398                                 this.beam_hitlight[1] = 1;
1399                                 this.beam_hitlight[2] = 1;
1400                                 this.beam_hitlight[3] = 1;
1401                                 this.beam_muzzleeffect = EFFECT_Null;
1402                                 this.beam_muzzlelight[0] = 0;
1403                                 this.beam_muzzlelight[1] = 1;
1404                                 this.beam_muzzlelight[2] = 1;
1405                                 this.beam_muzzlelight[3] = 1;
1406                                 this.beam_image = "particles/lgbeam";
1407                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1408                                 {
1409                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1410                                         flash.alpha = this.beam_alpha;
1411                                         flash.colormod = this.beam_color;
1412                                         flash.scale = 0.35;
1413                                 }
1414                                 break;
1415                         }
1416                         case ARC_BT_BURST_WALL:
1417                         {
1418                                 this.beam_color = beamcolor;
1419                                 this.beam_alpha = 0.5;
1420                                 this.beam_thickness = 14;
1421                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1422                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1423                                 this.beam_hitlight[0] = 0;
1424                                 this.beam_hitlight[1] = 1;
1425                                 this.beam_hitlight[2] = 1;
1426                                 this.beam_hitlight[3] = 1;
1427                                 this.beam_muzzleeffect = EFFECT_Null;
1428                                 this.beam_muzzlelight[0] = 0;
1429                                 this.beam_muzzlelight[1] = 1;
1430                                 this.beam_muzzlelight[2] = 1;
1431                                 this.beam_muzzlelight[3] = 1;
1432                                 this.beam_image = "particles/lgbeam";
1433                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1434                                 {
1435                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1436                                         flash.alpha = this.beam_alpha;
1437                                         flash.colormod = this.beam_color;
1438                                         flash.scale = 0.35;
1439                                 }
1440                                 break;
1441                         }
1442                         case ARC_BT_BURST_HEAL:
1443                         {
1444                                 this.beam_color = beamcolor;
1445                                 this.beam_alpha = 0.5;
1446                                 this.beam_thickness = 14;
1447                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1448                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1449                                 this.beam_hitlight[0] = 0;
1450                                 this.beam_hitlight[1] = 1;
1451                                 this.beam_hitlight[2] = 1;
1452                                 this.beam_hitlight[3] = 1;
1453                                 this.beam_muzzleeffect = EFFECT_Null;
1454                                 this.beam_muzzlelight[0] = 0;
1455                                 this.beam_muzzlelight[1] = 1;
1456                                 this.beam_muzzlelight[2] = 1;
1457                                 this.beam_muzzlelight[3] = 1;
1458                                 this.beam_image = "particles/lgbeam";
1459                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1460                                 {
1461                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1462                                         flash.alpha = this.beam_alpha;
1463                                         flash.colormod = this.beam_color;
1464                                         flash.scale = 0.35;
1465                                 }
1466                                 break;
1467                         }
1468                         case ARC_BT_BURST_HIT:
1469                         {
1470                                 this.beam_color = beamcolor;
1471                                 this.beam_alpha = 0.5;
1472                                 this.beam_thickness = 14;
1473                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1474                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1475                                 this.beam_hitlight[0] = 0;
1476                                 this.beam_hitlight[1] = 1;
1477                                 this.beam_hitlight[2] = 1;
1478                                 this.beam_hitlight[3] = 1;
1479                                 this.beam_muzzleeffect = EFFECT_Null;
1480                                 this.beam_muzzlelight[0] = 0;
1481                                 this.beam_muzzlelight[1] = 1;
1482                                 this.beam_muzzlelight[2] = 1;
1483                                 this.beam_muzzlelight[3] = 1;
1484                                 this.beam_image = "particles/lgbeam";
1485                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1486                                 {
1487                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1488                                         flash.alpha = this.beam_alpha;
1489                                         flash.colormod = this.beam_color;
1490                                         flash.scale = 0.35;
1491                                 }
1492                                 break;
1493                         }
1494
1495                         // shouldn't be possible, but lets make it colorful if it does :D
1496                         default:
1497                         {
1498                                 this.beam_color = randomvec();
1499                                 this.beam_alpha = 1;
1500                                 this.beam_thickness = 8;
1501                                 this.beam_traileffect = NULL;
1502                                 this.beam_hiteffect = NULL;
1503                                 this.beam_hitlight[0] = 0;
1504                                 this.beam_hitlight[1] = 1;
1505                                 this.beam_hitlight[2] = 1;
1506                                 this.beam_hitlight[3] = 1;
1507                                 this.beam_muzzleeffect = EFFECT_Null;
1508                                 this.beam_muzzlelight[0] = 0;
1509                                 this.beam_muzzlelight[1] = 1;
1510                                 this.beam_muzzlelight[2] = 1;
1511                                 this.beam_muzzlelight[3] = 1;
1512                                 this.beam_image = "particles/lgbeam";
1513                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1514                                 {
1515                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1516                                         flash.alpha = this.beam_alpha;
1517                                         flash.colormod = this.beam_color;
1518                                         flash.scale = 0.35;
1519                                 }
1520                                 break;
1521                         }
1522                 }
1523         }
1524
1525         if(!this.beam_usevieworigin)
1526         {
1527                 InterpolateOrigin_Note(this);
1528         }
1529         return true;
1530 }
1531
1532 #endif