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 this.use(this, NULL, toucher);
124 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
128 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
130 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
132 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
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);
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);
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');
157 set_movetype(missile, MOVETYPE_FLY);
158 W_SetupProjVelocity_PRE(missile, arc, bolt_);
160 missile.angles = vectoangles(missile.velocity);
161 missile.flags = FL_PROJECTILE;
162 missile.missile_flags = MIF_SPLASH;
164 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
166 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 void W_Arc_Beam_Think(entity this)
171 .entity weaponentity = this.weaponentity_fld;
172 entity own = this.owner;
173 if(this != own.(weaponentity).arc_beam)
180 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
182 if(!this.beam_bursting)
183 this.beam_bursting = true;
184 burst = ARC_BT_BURSTMASK;
187 Weapon thiswep = WEP_ARC;
189 // TODO: use standard weapon use checks here!
197 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
199 own.(weaponentity).m_switchweapon != WEP_ARC
201 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
205 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
208 if ( WEP_CVAR(arc, cooldown) > 0 )
210 float cooldown_speed = 0;
211 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
213 cooldown_speed = WEP_CVAR(arc, cooldown);
217 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
220 if ( cooldown_speed )
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;
227 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
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);
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))
238 // note: this doesn't force the switch
239 W_SwitchToOtherWeapon(own, weaponentity);
241 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
247 float coefficient = frametime;
248 if(!(own.items & IT_UNLIMITED_AMMO))
252 { rootammo = WEP_CVAR(arc, burst_ammo); }
254 { rootammo = WEP_CVAR(arc, beam_ammo); }
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)));
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 );
265 makevectors(own.v_angle);
274 WEP_CVAR(arc, beam_damage) * coefficient,
275 WEP_CVAR(arc, beam_range),
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;
284 // network information: shot origin and want/aim direction
285 if(this.beam_start != w_shotorg)
287 this.SendFlags |= ARC_SF_START;
288 this.beam_start = w_shotorg;
290 if(this.beam_wantdir != w_shotdir)
292 this.SendFlags |= ARC_SF_WANTDIR;
293 this.beam_wantdir = w_shotdir;
296 if(!this.beam_initialized)
298 this.beam_dir = w_shotdir;
299 this.beam_initialized = true;
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
306 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
309 if(this.beam_dir != w_shotdir)
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)))
320 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
321 float blendfactor = bound(
323 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
324 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
326 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
327 this.beam_dir = w_shotdir;
329 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
333 // the radius is not too far yet, no worries :D
334 float blendfactor = bound(
336 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
339 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
340 this.beam_dir = w_shotdir;
342 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
345 // network information: beam direction
346 this.SendFlags |= ARC_SF_BEAMDIR;
348 // calculate how many segments are needed
349 float max_allowed_segments;
351 if(WEP_CVAR(arc, beam_distancepersegment))
353 max_allowed_segments = min(
355 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
358 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
360 if(WEP_CVAR(arc, beam_degreespersegment))
367 WEP_CVAR(arc, beam_maxangle)
370 WEP_CVAR(arc, beam_degreespersegment)
375 else { segments = 1; }
377 else { segments = 1; }
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)));
383 float new_beam_type = 0;
384 vector last_origin = w_shotorg;
385 for(i = 1; i <= segments; ++i)
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)
393 vector new_origin = bezier_quadratic_getpoint(
398 vector new_dir = normalize(new_origin - last_origin);
400 WarpZone_traceline_antilag(
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);
421 trace_ent.classname == "body"
423 IS_MONSTER(trace_ent)
428 if(SAME_TEAM(own, trace_ent))
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)
436 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
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
445 if(roothealth || rootarmor)
446 new_beam_type = ARC_BT_HEAL;
448 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
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;
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)
466 { rootdamage = WEP_CVAR(arc, burst_damage); }
468 { rootdamage = WEP_CVAR(arc, beam_damage); }
471 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
473 if(accuracy_isgooddamage(own, trace_ent))
479 rootdamage * coefficient * falloff
487 rootdamage * coefficient * falloff,
491 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
494 new_beam_type = ARC_BT_HIT;
498 else if(trace_fraction != 1)
500 // we collided with geometry
501 new_beam_type = ARC_BT_WALL;
506 // te_explosion(trace_endpos);
508 // if we're bursting, use burst visual effects
509 new_beam_type |= burst;
511 // network information: beam type
512 if(new_beam_type != this.beam_type)
514 this.SendFlags |= ARC_SF_BEAMTYPE;
515 this.beam_type = new_beam_type;
518 own.(weaponentity).beam_prev = time;
519 this.nextthink = time;
522 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
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);
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);
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);
541 getthink(beam)(beam);
543 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
545 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
547 w_ready(thiswep, actor, weaponentity, fire);
551 // attack handled by the beam itself, this is just a loop to keep the attack happening!
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);
558 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
560 // calculate a rough shot origin to show the effect from TODO: move this to the client side!
561 makevectors(actor.v_angle);
562 w_shotdir = v_forward;
563 vector md = actor.(weaponentity).movedir;
564 vector vecs = ((md.x > 0) ? md : '0 0 0');
565 vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
566 w_shotorg = actor.origin + actor.view_ofs + dv;
567 //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
569 vector smoke_origin = w_shotorg + actor.velocity*frametime;
570 if ( actor.arc_overheat > time )
572 if ( random() < actor.(weaponentity).arc_heat_percent )
573 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
574 if ( (fire & 1) || (fire & 2) )
576 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
577 if ( !actor.arc_smoke_sound )
579 actor.arc_smoke_sound = 1;
580 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
584 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
585 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
587 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
588 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
589 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
592 bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
593 bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
594 if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
596 actor.arc_smoke_sound = 0;
597 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
601 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
603 if(WEP_CVAR(arc, beam_botaimspeed))
605 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
608 WEP_CVAR(arc, beam_botaimspeed),
610 WEP_CVAR(arc, beam_botaimlifetime),
616 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
626 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
628 Arc_Player_SetHeat(actor, weaponentity);
629 Arc_Smoke(thiswep, actor, weaponentity, fire);
631 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
633 if (time >= actor.arc_overheat)
634 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
637 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
640 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
641 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
644 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
648 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
650 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
652 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
654 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
656 actor.(weaponentity).wframe = WFRAME_FIRE1;
657 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
658 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
667 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
669 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
670 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
674 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
676 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
677 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
678 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
680 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
684 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
687 actor.arc_count = autocvar_g_balance_arc_secondary_count;
688 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
689 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
693 METHOD(Arc, wr_init, void(entity thiswep))
695 if(!arc_shotorigin[0])
697 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
698 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
699 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
700 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
703 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
705 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
707 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
709 if(WEP_CVAR(arc, bolt))
711 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
712 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
716 return WEP_CVAR(arc, overheat_max) > 0 &&
717 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
719 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
721 if(w_deathtype & HITTYPE_SECONDARY)
722 return WEAPON_ARC_MURDER_SPRAY;
724 return WEAPON_ARC_MURDER;
726 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
728 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
729 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
730 actor.arc_overheat = 0;
731 actor.arc_cooldown = 0;
732 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
734 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
736 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
737 weapon_dropevent_item.arc_overheat > time )
739 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
740 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
743 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
745 actor.arc_overheat = 0;
746 actor.arc_cooldown = 0;
747 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
749 .entity weaponentity = weaponentities[slot];
750 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
753 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
755 actor.arc_overheat = 0;
756 actor.arc_cooldown = 0;
757 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
761 bool autocvar_cl_arcbeam_teamcolor = true;
762 bool autocvar_cl_arcbeam_simple = true;
766 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
768 if(w_deathtype & HITTYPE_SECONDARY)
771 org2 = w_org + w_backoff * 6;
772 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
773 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
777 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
779 entity beam = Draw_ArcBeam_callback_entity;
780 vector transformed_view_org;
781 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
783 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
784 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
785 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
791 if(trace_fraction != 1)
793 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
794 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
795 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
805 // decide upon thickness
806 float thickness = beam.beam_thickness;
808 // draw primary beam render
809 vector top = hitorigin + (thickdir * thickness);
810 vector bottom = hitorigin - (thickdir * thickness);
812 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
813 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
815 if(autocvar_cl_arcbeam_simple)
816 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
819 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
822 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
828 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
834 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
840 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
847 // draw trailing particles
849 // - Don't use spammy particle counts here, use a FEW small particles around the beam
850 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
851 if(beam.beam_traileffect)
853 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
856 // set up for the next
857 Draw_ArcBeam_callback_last_thickness = thickness;
858 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
859 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
865 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
866 e.beam_initialized = false;
868 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
869 e.beam_initialized = false;
873 void Draw_ArcBeam(entity this)
875 float dt = time - this.move_time;
876 this.move_time = time;
877 if(dt <= 0) { return; }
879 if(!this.beam_usevieworigin)
881 InterpolateOrigin_Do(this);
884 // origin = beam starting origin
885 // v_angle = wanted/aim direction
886 // angles = current direction of beam
889 vector wantdir; //= view_forward;
890 vector beamdir; //= this.beam_dir;
893 if(this.beam_usevieworigin)
896 // Currently we have to replicate nearly the same method of figuring
897 // out the shotdir that the server does... Ideally in the future we
898 // should be able to acquire this from a generalized function built
899 // into a weapon system for client code.
901 // find where we are aiming
902 vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
903 vector forward, right, up;
904 MAKE_VECTORS(myviewangle, forward, right, up);
905 entity wepent = viewmodels[this.beam_slot];
907 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
909 // decide upon start position
910 if(this.beam_usevieworigin == 2)
911 { start_pos = warpzone_save_view_origin; }
913 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
915 { start_pos = this.origin; }
917 // trace forward with an estimation
920 start_pos + forward * this.beam_range,
925 int v_shot_idx; // used later
926 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
927 if(v_shot_idx && this.beam_usevieworigin == 2)
928 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
930 // untransform in case our trace went through a warpzone
931 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
933 // un-adjust trueaim if shotend is too close
934 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
935 end_pos = start_pos + (forward * g_trueaim_minrange);
937 // move shot origin to the actual gun muzzle origin
938 vector origin_offset = '0 0 0';
939 if(!v_shot_idx || this.beam_usevieworigin != 2)
941 this.beam_shotorigin = wepent.movedir;
942 origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
945 this.beam_shotorigin = '0 0 0';
947 start_pos = start_pos + origin_offset;
949 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
950 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
951 start_pos = trace_endpos;
953 // calculate the aim direction now
954 wantdir = normalize(end_pos - start_pos);
956 if(!this.beam_initialized)
958 this.beam_dir = wantdir;
959 this.beam_initialized = true;
961 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
964 if(this.beam_dir != wantdir)
966 // calculate how much we're going to move the end of the beam to the want position
967 // WEAPONTODO (server and client):
968 // blendfactor never actually becomes 0 in this situation, which is a problem
969 // regarding precision... this means that this.beam_dir and w_shotdir approach
970 // eachother, however they never actually become the same value with this method.
971 // Perhaps we should do some form of rounding/snapping?
972 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
973 if(angle && (angle > this.beam_maxangle))
975 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
976 float blendfactor = bound(
978 (1 - (this.beam_returnspeed * dt)),
979 min(this.beam_maxangle / angle, 1)
981 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
985 // the radius is not too far yet, no worries :D
986 float blendfactor = bound(
988 (1 - (this.beam_returnspeed * dt)),
991 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
994 // calculate how many segments are needed
995 float max_allowed_segments;
997 if(this.beam_distancepersegment)
999 max_allowed_segments = min(
1001 1 + (vlen(wantdir / this.beam_distancepersegment))
1004 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1006 if(this.beam_degreespersegment)
1016 this.beam_degreespersegment
1018 max_allowed_segments
1021 else { segments = 1; }
1023 else { segments = 1; }
1025 // set the beam direction which the rest of the code will refer to
1026 beamdir = this.beam_dir;
1028 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1029 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1033 // set the values from the provided info from the networked entity
1034 start_pos = this.origin;
1035 wantdir = this.v_angle;
1036 beamdir = this.angles;
1038 if(beamdir != wantdir)
1040 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1042 // calculate how many segments are needed
1043 float max_allowed_segments;
1045 if(this.beam_distancepersegment)
1047 max_allowed_segments = min(
1049 1 + (vlen(wantdir / this.beam_distancepersegment))
1052 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1054 if(this.beam_degreespersegment)
1064 this.beam_degreespersegment
1066 max_allowed_segments
1069 else { segments = 1; }
1071 else { segments = 1; }
1074 setorigin(this, start_pos);
1075 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1077 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1078 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1080 Draw_ArcBeam_callback_entity = this;
1081 Draw_ArcBeam_callback_last_thickness = 0;
1082 Draw_ArcBeam_callback_last_top = start_pos;
1083 Draw_ArcBeam_callback_last_bottom = start_pos;
1085 vector last_origin = start_pos;
1086 vector original_start_pos = start_pos;
1089 for(i = 1; i <= segments; ++i)
1091 // WEAPONTODO (client):
1092 // In order to do nice fading and pointing on the starting segment, we must always
1093 // have that drawn as a separate triangle... However, that is difficult to do when
1094 // keeping in mind the above problems and also optimizing the amount of segments
1095 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1097 vector new_origin = bezier_quadratic_getpoint(
1103 WarpZone_TraceBox_ThroughZone(
1111 Draw_ArcBeam_callback
1114 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1115 // system (if we hit a player, that's always BEHIND the last passed wz).
1116 last_origin = trace_endpos;
1117 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1118 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1119 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1120 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1121 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1122 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1124 if(trace_fraction < 1) { break; }
1127 // visual effects for startpoint and endpoint
1128 if(this.beam_hiteffect)
1130 // FIXME we really should do this on the server so it actually
1131 // matches gameplay. What this client side stuff is doing is no
1132 // more than guesswork.
1133 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1135 this.beam_hiteffect,
1141 if(this.beam_hitlight[0])
1145 this.beam_hitlight[0],
1147 this.beam_hitlight[1],
1148 this.beam_hitlight[2],
1149 this.beam_hitlight[3]
1153 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1156 this.beam_muzzleeffect,
1157 original_start_pos + wantdir * 20,
1162 if(this.beam_muzzlelight[0])
1165 original_start_pos + wantdir * 20,
1166 this.beam_muzzlelight[0],
1168 this.beam_muzzlelight[1],
1169 this.beam_muzzlelight[2],
1170 this.beam_muzzlelight[3]
1176 Draw_ArcBeam_callback_entity = NULL;
1177 Draw_ArcBeam_callback_last_thickness = 0;
1178 Draw_ArcBeam_callback_last_top = '0 0 0';
1179 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1182 void Remove_ArcBeam(entity this)
1184 delete(this.beam_muzzleentity);
1185 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1188 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1190 int sf = ReadByte();
1191 int slot = ReadByte();
1194 this.beam_slot = slot;
1198 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1200 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1202 // set other main attributes of the beam
1203 this.draw = Draw_ArcBeam;
1204 IL_PUSH(g_drawables, this);
1205 this.entremove = Remove_ArcBeam;
1206 this.move_time = time;
1207 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1209 flash = new(arc_flash);
1211 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1212 //flash.drawmask = MASK_NORMAL;
1213 flash.solid = SOLID_NOT;
1214 flash.avelocity_z = 5000;
1215 setattachment(flash, this, "");
1216 setorigin(flash, '0 0 0');
1218 this.beam_muzzleentity = flash;
1222 flash = this.beam_muzzleentity;
1225 if(sf & ARC_SF_SETTINGS) // settings information
1227 this.beam_degreespersegment = ReadShort();
1228 this.beam_distancepersegment = ReadShort();
1229 this.beam_maxangle = ReadShort();
1230 this.beam_range = ReadCoord();
1231 this.beam_returnspeed = ReadShort();
1232 this.beam_tightness = (ReadByte() / 10);
1236 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1240 this.beam_usevieworigin = 0;
1243 this.sv_entnum = ReadByte();
1246 if(!this.beam_usevieworigin)
1248 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1249 this.iflags = IFLAG_ORIGIN;
1251 InterpolateOrigin_Undo(this);
1254 if(sf & ARC_SF_START) // starting location
1256 this.origin = ReadVector();
1258 else if(this.beam_usevieworigin) // infer the location from player location
1260 if(this.beam_usevieworigin == 2)
1263 this.origin = view_origin;
1267 // use player origin so that third person display still works
1268 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1272 setorigin(this, this.origin);
1274 if(sf & ARC_SF_WANTDIR) // want/aim direction
1276 this.v_angle = ReadVector();
1279 if(sf & ARC_SF_BEAMDIR) // beam direction
1281 this.angles = ReadAngleVector();
1284 if(sf & ARC_SF_BEAMTYPE) // beam type
1286 this.beam_type = ReadByte();
1288 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1289 switch(this.beam_type)
1293 this.beam_color = beamcolor;
1294 this.beam_alpha = 0.5;
1295 this.beam_thickness = 8;
1296 this.beam_traileffect = (EFFECT_ARC_BEAM);
1297 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1298 this.beam_hitlight[0] = 0;
1299 this.beam_hitlight[1] = 1;
1300 this.beam_hitlight[2] = 1;
1301 this.beam_hitlight[3] = 1;
1302 this.beam_muzzleeffect = EFFECT_Null;
1303 this.beam_muzzlelight[0] = 0;
1304 this.beam_muzzlelight[1] = 1;
1305 this.beam_muzzlelight[2] = 1;
1306 this.beam_muzzlelight[3] = 1;
1307 this.beam_image = "particles/lgbeam";
1308 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1310 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1311 flash.alpha = this.beam_alpha;
1312 flash.colormod = this.beam_color;
1317 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1319 this.beam_color = beamcolor;
1320 this.beam_alpha = 0.5;
1321 this.beam_thickness = 8;
1322 this.beam_traileffect = (EFFECT_ARC_BEAM);
1323 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1324 this.beam_hitlight[0] = 0;
1325 this.beam_hitlight[1] = 1;
1326 this.beam_hitlight[2] = 1;
1327 this.beam_hitlight[3] = 1;
1328 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1329 this.beam_muzzlelight[0] = 0;
1330 this.beam_muzzlelight[1] = 1;
1331 this.beam_muzzlelight[2] = 1;
1332 this.beam_muzzlelight[3] = 1;
1333 this.beam_image = "particles/lgbeam";
1334 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1336 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1337 flash.alpha = this.beam_alpha;
1338 flash.colormod = this.beam_color;
1345 this.beam_color = beamcolor;
1346 this.beam_alpha = 0.5;
1347 this.beam_thickness = 8;
1348 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1349 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1350 this.beam_hitlight[0] = 0;
1351 this.beam_hitlight[1] = 1;
1352 this.beam_hitlight[2] = 1;
1353 this.beam_hitlight[3] = 1;
1354 this.beam_muzzleeffect = EFFECT_Null;
1355 this.beam_muzzlelight[0] = 0;
1356 this.beam_muzzlelight[1] = 1;
1357 this.beam_muzzlelight[2] = 1;
1358 this.beam_muzzlelight[3] = 1;
1359 this.beam_image = "particles/lgbeam";
1360 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1362 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1363 flash.alpha = this.beam_alpha;
1364 flash.colormod = this.beam_color;
1371 this.beam_color = beamcolor;
1372 this.beam_alpha = 0.5;
1373 this.beam_thickness = 8;
1374 this.beam_traileffect = (EFFECT_ARC_BEAM);
1375 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1376 this.beam_hitlight[0] = 20;
1377 this.beam_hitlight[1] = 1;
1378 this.beam_hitlight[2] = 0;
1379 this.beam_hitlight[3] = 0;
1380 this.beam_muzzleeffect = EFFECT_Null;
1381 this.beam_muzzlelight[0] = 50;
1382 this.beam_muzzlelight[1] = 1;
1383 this.beam_muzzlelight[2] = 0;
1384 this.beam_muzzlelight[3] = 0;
1385 this.beam_image = "particles/lgbeam";
1386 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1388 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1389 flash.alpha = this.beam_alpha;
1390 flash.colormod = this.beam_color;
1395 case ARC_BT_BURST_MISS:
1397 this.beam_color = beamcolor;
1398 this.beam_alpha = 0.5;
1399 this.beam_thickness = 14;
1400 this.beam_traileffect = (EFFECT_ARC_BEAM);
1401 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1402 this.beam_hitlight[0] = 0;
1403 this.beam_hitlight[1] = 1;
1404 this.beam_hitlight[2] = 1;
1405 this.beam_hitlight[3] = 1;
1406 this.beam_muzzleeffect = EFFECT_Null;
1407 this.beam_muzzlelight[0] = 0;
1408 this.beam_muzzlelight[1] = 1;
1409 this.beam_muzzlelight[2] = 1;
1410 this.beam_muzzlelight[3] = 1;
1411 this.beam_image = "particles/lgbeam";
1412 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1414 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1415 flash.alpha = this.beam_alpha;
1416 flash.colormod = this.beam_color;
1421 case ARC_BT_BURST_WALL:
1423 this.beam_color = beamcolor;
1424 this.beam_alpha = 0.5;
1425 this.beam_thickness = 14;
1426 this.beam_traileffect = (EFFECT_ARC_BEAM);
1427 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1428 this.beam_hitlight[0] = 0;
1429 this.beam_hitlight[1] = 1;
1430 this.beam_hitlight[2] = 1;
1431 this.beam_hitlight[3] = 1;
1432 this.beam_muzzleeffect = EFFECT_Null;
1433 this.beam_muzzlelight[0] = 0;
1434 this.beam_muzzlelight[1] = 1;
1435 this.beam_muzzlelight[2] = 1;
1436 this.beam_muzzlelight[3] = 1;
1437 this.beam_image = "particles/lgbeam";
1438 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1440 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1441 flash.alpha = this.beam_alpha;
1442 flash.colormod = this.beam_color;
1447 case ARC_BT_BURST_HEAL:
1449 this.beam_color = beamcolor;
1450 this.beam_alpha = 0.5;
1451 this.beam_thickness = 14;
1452 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1453 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1454 this.beam_hitlight[0] = 0;
1455 this.beam_hitlight[1] = 1;
1456 this.beam_hitlight[2] = 1;
1457 this.beam_hitlight[3] = 1;
1458 this.beam_muzzleeffect = EFFECT_Null;
1459 this.beam_muzzlelight[0] = 0;
1460 this.beam_muzzlelight[1] = 1;
1461 this.beam_muzzlelight[2] = 1;
1462 this.beam_muzzlelight[3] = 1;
1463 this.beam_image = "particles/lgbeam";
1464 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1466 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1467 flash.alpha = this.beam_alpha;
1468 flash.colormod = this.beam_color;
1473 case ARC_BT_BURST_HIT:
1475 this.beam_color = beamcolor;
1476 this.beam_alpha = 0.5;
1477 this.beam_thickness = 14;
1478 this.beam_traileffect = (EFFECT_ARC_BEAM);
1479 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1480 this.beam_hitlight[0] = 0;
1481 this.beam_hitlight[1] = 1;
1482 this.beam_hitlight[2] = 1;
1483 this.beam_hitlight[3] = 1;
1484 this.beam_muzzleeffect = EFFECT_Null;
1485 this.beam_muzzlelight[0] = 0;
1486 this.beam_muzzlelight[1] = 1;
1487 this.beam_muzzlelight[2] = 1;
1488 this.beam_muzzlelight[3] = 1;
1489 this.beam_image = "particles/lgbeam";
1490 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1492 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1493 flash.alpha = this.beam_alpha;
1494 flash.colormod = this.beam_color;
1500 // shouldn't be possible, but lets make it colorful if it does :D
1503 this.beam_color = randomvec();
1504 this.beam_alpha = 1;
1505 this.beam_thickness = 8;
1506 this.beam_traileffect = NULL;
1507 this.beam_hiteffect = NULL;
1508 this.beam_hitlight[0] = 0;
1509 this.beam_hitlight[1] = 1;
1510 this.beam_hitlight[2] = 1;
1511 this.beam_hitlight[3] = 1;
1512 this.beam_muzzleeffect = EFFECT_Null;
1513 this.beam_muzzlelight[0] = 0;
1514 this.beam_muzzlelight[1] = 1;
1515 this.beam_muzzlelight[2] = 1;
1516 this.beam_muzzlelight[3] = 1;
1517 this.beam_image = "particles/lgbeam";
1518 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1520 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1521 flash.alpha = this.beam_alpha;
1522 flash.colormod = this.beam_color;
1530 if(!this.beam_usevieworigin)
1532 InterpolateOrigin_Note(this);