5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_NORMAL,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* modelname */ "arc",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairhlac 0.7",
13 /* wepimg */ "weaponarc",
15 /* wepname */ _("Arc")
18 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
19 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, beam_ammo) \
21 w_cvar(id, sn, NONE, beam_animtime) \
22 w_cvar(id, sn, NONE, beam_botaimspeed) \
23 w_cvar(id, sn, NONE, beam_botaimlifetime) \
24 w_cvar(id, sn, NONE, beam_damage) \
25 w_cvar(id, sn, NONE, beam_degreespersegment) \
26 w_cvar(id, sn, NONE, beam_distancepersegment) \
27 w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
28 w_cvar(id, sn, NONE, beam_falloff_maxdist) \
29 w_cvar(id, sn, NONE, beam_falloff_mindist) \
30 w_cvar(id, sn, NONE, beam_force) \
31 w_cvar(id, sn, NONE, beam_healing_amax) \
32 w_cvar(id, sn, NONE, beam_healing_aps) \
33 w_cvar(id, sn, NONE, beam_healing_hmax) \
34 w_cvar(id, sn, NONE, beam_healing_hps) \
35 w_cvar(id, sn, NONE, beam_maxangle) \
36 w_cvar(id, sn, NONE, beam_nonplayerdamage) \
37 w_cvar(id, sn, NONE, beam_range) \
38 w_cvar(id, sn, NONE, beam_refire) \
39 w_cvar(id, sn, NONE, beam_returnspeed) \
40 w_cvar(id, sn, NONE, beam_tightness) \
41 w_cvar(id, sn, NONE, burst_ammo) \
42 w_cvar(id, sn, NONE, burst_damage) \
43 w_cvar(id, sn, NONE, burst_healing_aps) \
44 w_cvar(id, sn, NONE, burst_healing_hps) \
45 w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
46 w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
47 w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \
48 w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \
49 w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \
50 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
51 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
52 w_prop(id, sn, string, weaponreplace, weaponreplace) \
53 w_prop(id, sn, float, weaponstart, weaponstart) \
54 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
55 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
58 const float ARC_MAX_SEGMENTS = 20;
59 vector arc_shotorigin[4];
65 const int ARC_BT_MISS = 0x00;
66 const int ARC_BT_WALL = 0x01;
67 const int ARC_BT_HEAL = 0x02;
68 const int ARC_BT_HIT = 0x03;
69 const int ARC_BT_BURST_MISS = 0x10;
70 const int ARC_BT_BURST_WALL = 0x11;
71 const int ARC_BT_BURST_HEAL = 0x12;
72 const int ARC_BT_BURST_HIT = 0x13;
73 const int ARC_BT_BURSTMASK = 0x10;
75 const int ARC_SF_SETTINGS = 1;
76 const int ARC_SF_START = 2;
77 const int ARC_SF_WANTDIR = 4;
78 const int ARC_SF_BEAMDIR = 8;
79 const int ARC_SF_BEAMTYPE = 16;
80 const int ARC_SF_LOCALMASK = 14;
83 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
85 .float arc_BUTTON_ATCK_prev; // for better animation control
87 .float beam_initialized;
89 .float beam_teleporttime;
90 .float beam_heat; // (beam) amount of heat produced
91 .float arc_overheat; // (dropped arc/player) time during which it's too hot
92 .float arc_cooldown; // (dropped arc/player) cooling speed
93 .float arc_heat_percent; // (player) arc heat in [0,1] (stat)
94 .float arc_smoke_sound;
97 void Ent_ReadArcBeam(float isnew);
101 .float beam_thickness;
102 .float beam_traileffect;
103 .float beam_hiteffect;
104 .float beam_hitlight[4]; // 0: radius, 123: rgb
105 .float beam_muzzleeffect;
106 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
109 .entity beam_muzzleentity;
111 .float beam_degreespersegment;
112 .float beam_distancepersegment;
113 .float beam_usevieworigin;
114 .float beam_initialized;
115 .float beam_maxangle;
117 .float beam_returnspeed;
118 .float beam_tightness;
119 .vector beam_shotorigin;
121 entity Draw_ArcBeam_callback_entity;
122 float Draw_ArcBeam_callback_last_thickness;
123 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
124 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
128 void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
130 float W_Arc_Beam_Send(entity to, float sf)
132 WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
134 // Truncate information when this beam is displayed to the owner client
135 // - The owner client has no use for beam start position or directions,
136 // it always figures this information out for itself with csqc code.
137 // - Spectating the owner also truncates this information.
138 float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
139 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
141 WriteByte(MSG_ENTITY, sf);
143 if(sf & ARC_SF_SETTINGS) // settings information
145 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
146 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
147 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
148 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
149 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
150 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
152 WriteByte(MSG_ENTITY, drawlocal);
154 if(sf & ARC_SF_START) // starting location
156 WriteCoord(MSG_ENTITY, self.beam_start.x);
157 WriteCoord(MSG_ENTITY, self.beam_start.y);
158 WriteCoord(MSG_ENTITY, self.beam_start.z);
160 if(sf & ARC_SF_WANTDIR) // want/aim direction
162 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
163 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
164 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
166 if(sf & ARC_SF_BEAMDIR) // beam direction
168 WriteCoord(MSG_ENTITY, self.beam_dir.x);
169 WriteCoord(MSG_ENTITY, self.beam_dir.y);
170 WriteCoord(MSG_ENTITY, self.beam_dir.z);
172 if(sf & ARC_SF_BEAMTYPE) // beam type
174 WriteByte(MSG_ENTITY, self.beam_type);
180 void Reset_ArcBeam(entity player, vector forward)
182 if (!player.arc_beam) {
185 player.arc_beam.beam_dir = forward;
186 player.arc_beam.beam_teleporttime = time;
189 float Arc_GetHeat_Percent(entity player)
191 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
193 player.arc_overheat = 0;
197 if ( player.arc_beam )
198 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
200 if ( player.arc_overheat > time )
202 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
203 * player.arc_cooldown;
208 void Arc_Player_SetHeat(entity player)
210 player.arc_heat_percent = Arc_GetHeat_Percent(player);
211 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
214 void W_Arc_Beam_Think(void)
216 if(self != self.owner.arc_beam)
224 if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
226 if(!self.beam_bursting)
227 self.beam_bursting = true;
228 burst = ARC_BT_BURSTMASK;
232 !IS_PLAYER(self.owner)
234 (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
236 self.owner.deadflag != DEAD_NO
238 (!self.owner.BUTTON_ATCK && !burst )
242 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
245 if ( WEP_CVAR(arc, cooldown) > 0 )
247 float cooldown_speed = 0;
248 if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
250 cooldown_speed = WEP_CVAR(arc, cooldown);
254 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
257 if ( cooldown_speed )
259 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
260 self.owner.arc_cooldown = cooldown_speed;
263 if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
265 pointparticles( particleeffectnum("arc_overheat"),
266 self.beam_start, self.beam_wantdir, 1 );
267 sound(self, CH_WEAPON_A, "weapons/arc_stop.wav", VOL_BASE, ATTN_NORM);
271 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
272 entity oldself = self;
274 if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
276 // note: this doesn't force the switch
277 W_SwitchToOtherWeapon(self);
285 float coefficient = frametime;
286 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
290 { rootammo = WEP_CVAR(arc, burst_ammo); }
292 { rootammo = WEP_CVAR(arc, beam_ammo); }
296 coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
297 self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
300 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
301 self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
303 makevectors(self.owner.v_angle);
311 WEP_CVAR(arc, beam_damage) * coefficient,
312 WEP_CVAR(arc, beam_range)
315 // After teleport, "lock" the beam until the teleport is confirmed.
316 if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
317 w_shotdir = self.beam_dir;
320 // network information: shot origin and want/aim direction
321 if(self.beam_start != w_shotorg)
323 self.SendFlags |= ARC_SF_START;
324 self.beam_start = w_shotorg;
326 if(self.beam_wantdir != w_shotdir)
328 self.SendFlags |= ARC_SF_WANTDIR;
329 self.beam_wantdir = w_shotdir;
332 if(!self.beam_initialized)
334 self.beam_dir = w_shotdir;
335 self.beam_initialized = true;
338 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
339 // idea: blend together self.beam_dir with the inverted direction the player is moving in
340 // might have to make some special accomodation so that it only uses view_right and view_up
342 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
345 if(self.beam_dir != w_shotdir)
347 // calculate how much we're going to move the end of the beam to the want position
348 // WEAPONTODO (server and client):
349 // blendfactor never actually becomes 0 in this situation, which is a problem
350 // regarding precision... this means that self.beam_dir and w_shotdir approach
351 // eachother, however they never actually become the same value with this method.
352 // Perhaps we should do some form of rounding/snapping?
353 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
354 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
356 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
357 float blendfactor = bound(
359 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
360 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
362 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
366 // the radius is not too far yet, no worries :D
367 float blendfactor = bound(
369 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
372 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
375 // network information: beam direction
376 self.SendFlags |= ARC_SF_BEAMDIR;
378 // calculate how many segments are needed
379 float max_allowed_segments;
381 if(WEP_CVAR(arc, beam_distancepersegment))
383 max_allowed_segments = min(
385 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
388 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
390 if(WEP_CVAR(arc, beam_degreespersegment))
397 WEP_CVAR(arc, beam_maxangle)
400 WEP_CVAR(arc, beam_degreespersegment)
405 else { segments = 1; }
407 else { segments = 1; }
409 vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
410 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
413 float new_beam_type = 0;
414 vector last_origin = w_shotorg;
415 for(i = 1; i <= segments; ++i)
417 // WEAPONTODO (client):
418 // In order to do nice fading and pointing on the starting segment, we must always
419 // have that drawn as a separate triangle... However, that is difficult to do when
420 // keeping in mind the above problems and also optimizing the amount of segments
421 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
423 vector new_origin = bezier_quadratic_getpoint(
428 vector new_dir = normalize(new_origin - last_origin);
430 WarpZone_traceline_antilag(
436 ANTILAG_LATENCY(self.owner)
439 // Do all the transforms for warpzones right now, as we already
440 // "are" in the post-trace system (if we hit a player, that's
441 // always BEHIND the last passed wz).
442 last_origin = trace_endpos;
443 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
444 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
445 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
446 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
449 trace_ent.classname == "player"
451 trace_ent.classname == "body"
453 (trace_ent.flags & FL_MONSTER)
456 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
458 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
459 // NO. trace_endpos should be just fine. If not,
460 // that's an engine bug that needs proper debugging.
461 vector hitorigin = trace_endpos;
463 float falloff = ExponentialFalloff(
464 WEP_CVAR(arc, beam_falloff_mindist),
465 WEP_CVAR(arc, beam_falloff_maxdist),
466 WEP_CVAR(arc, beam_falloff_halflifedist),
467 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
470 if(is_player && SAME_TEAM(self.owner, trace_ent))
472 float roothealth, rootarmor;
475 roothealth = WEP_CVAR(arc, burst_healing_hps);
476 rootarmor = WEP_CVAR(arc, burst_healing_aps);
480 roothealth = WEP_CVAR(arc, beam_healing_hps);
481 rootarmor = WEP_CVAR(arc, beam_healing_aps);
484 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
486 trace_ent.health = min(
487 trace_ent.health + (roothealth * coefficient),
488 WEP_CVAR(arc, beam_healing_hmax)
491 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
493 trace_ent.armorvalue = min(
494 trace_ent.armorvalue + (rootarmor * coefficient),
495 WEP_CVAR(arc, beam_healing_amax)
499 // stop rot, set visual effect
500 if(roothealth || rootarmor)
502 trace_ent.pauserothealth_finished = max(
503 trace_ent.pauserothealth_finished,
504 time + autocvar_g_balance_pause_health_rot
506 trace_ent.pauserotarmor_finished = max(
507 trace_ent.pauserotarmor_finished,
508 time + autocvar_g_balance_pause_armor_rot
510 new_beam_type = ARC_BT_HEAL;
519 { rootdamage = WEP_CVAR(arc, burst_damage); }
521 { rootdamage = WEP_CVAR(arc, beam_damage); }
524 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
526 if(accuracy_isgooddamage(self.owner, trace_ent))
532 rootdamage * coefficient * falloff
540 rootdamage * coefficient * falloff,
543 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
546 new_beam_type = ARC_BT_HIT;
550 else if(trace_fraction != 1)
552 // we collided with geometry
553 new_beam_type = ARC_BT_WALL;
558 // te_explosion(trace_endpos);
560 // if we're bursting, use burst visual effects
561 new_beam_type |= burst;
563 // network information: beam type
564 if(new_beam_type != self.beam_type)
566 self.SendFlags |= ARC_SF_BEAMTYPE;
567 self.beam_type = new_beam_type;
570 self.owner.beam_prev = time;
571 self.nextthink = time;
574 void W_Arc_Beam(float burst)
577 // only play fire sound if 1 sec has passed since player let go the fire button
578 if(time - self.beam_prev > 1)
580 sound(self, CH_WEAPON_A, "weapons/arc_fire.wav", VOL_BASE, ATTN_NORM);
583 entity beam = self.arc_beam = spawn();
584 beam.classname = "W_Arc_Beam";
585 beam.solid = SOLID_NOT;
586 beam.think = W_Arc_Beam_Think;
588 beam.movetype = MOVETYPE_NONE;
589 beam.bot_dodge = true;
590 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
591 beam.beam_bursting = burst;
592 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
594 entity oldself = self;
602 makevectors(self.v_angle);
603 W_SetupShot_Range(self,true,0,"",0,0,0);
605 vector smoke_origin = w_shotorg + self.velocity*frametime;
606 if ( self.arc_overheat > time )
608 if ( random() < self.arc_heat_percent )
609 pointparticles( particleeffectnum("arc_smoke"), smoke_origin, '0 0 0', 1 );
610 if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
612 pointparticles( particleeffectnum("arc_overheat_fire"), smoke_origin, w_shotdir, 1 );
613 if ( !self.arc_smoke_sound )
615 self.arc_smoke_sound = 1;
616 sound(self, CH_SHOTS_SINGLE, "weapons/arc_loop_overheat.wav", VOL_BASE, ATTN_NORM);
620 else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
621 self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
623 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
624 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
625 pointparticles( particleeffectnum("arc_smoke"), smoke_origin, '0 0 0', 1 );
628 if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
629 !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC )
631 self.arc_smoke_sound = 0;
632 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
636 float W_Arc(float req)
642 if(WEP_CVAR(arc, beam_botaimspeed))
644 self.BUTTON_ATCK = bot_aim(
645 WEP_CVAR(arc, beam_botaimspeed),
647 WEP_CVAR(arc, beam_botaimlifetime),
653 self.BUTTON_ATCK = bot_aim(
664 Arc_Player_SetHeat(self);
667 if ( self.arc_overheat <= time )
668 if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
671 if(self.arc_BUTTON_ATCK_prev)
674 if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
675 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
678 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
681 if((!self.arc_beam) || wasfreed(self.arc_beam))
683 if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
685 W_Arc_Beam(!!self.BUTTON_ATCK2);
687 if(!self.arc_BUTTON_ATCK_prev)
689 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
690 self.arc_BUTTON_ATCK_prev = 1;
698 if(self.arc_BUTTON_ATCK_prev != 0)
700 sound(self, CH_WEAPON_A, "weapons/arc_stop.wav", VOL_BASE, ATTN_NORM);
701 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
702 ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
704 self.arc_BUTTON_ATCK_prev = 0;
707 if(self.BUTTON_ATCK2)
708 if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
711 self.arc_count = autocvar_g_balance_arc_secondary_count;
712 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
713 self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
721 precache_model("models/weapons/g_arc.md3");
722 precache_model("models/weapons/v_arc.md3");
723 precache_model("models/weapons/h_arc.iqm");
724 precache_sound("weapons/arc_fire.wav");
725 precache_sound("weapons/arc_loop.wav");
726 precache_sound("weapons/arc_stop.wav");
727 precache_sound("weapons/arc_loop_overheat.wav");
728 if(!arc_shotorigin[0])
730 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 1);
731 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 2);
732 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 3);
733 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 4);
735 ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
740 return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
744 return WEP_CVAR(arc, overheat_max) > 0 &&
745 ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
749 ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
754 return WEAPON_ARC_MURDER;
758 weapon_dropevent_item.arc_overheat = self.arc_overheat;
759 weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
760 self.arc_overheat = 0;
761 self.arc_cooldown = 0;
766 if ( !client_hasweapon(self, WEP_ARC, false, false) &&
767 weapon_dropevent_item.arc_overheat > time )
769 self.arc_overheat = weapon_dropevent_item.arc_overheat;
770 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
779 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
781 entity beam = Draw_ArcBeam_callback_entity;
782 vector transformed_view_org;
783 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
785 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
786 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
787 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
793 if(trace_fraction != 1)
795 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
796 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
797 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
807 // decide upon thickness
808 float thickness = beam.beam_thickness;
810 // draw primary beam render
811 vector top = hitorigin + (thickdir * thickness);
812 vector bottom = hitorigin - (thickdir * thickness);
814 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
815 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
817 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
820 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
826 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
832 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
838 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
844 // draw trailing particles
846 // - Don't use spammy particle counts here, use a FEW small particles around the beam
847 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
848 if(beam.beam_traileffect)
850 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
853 // set up for the next
854 Draw_ArcBeam_callback_last_thickness = thickness;
855 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
856 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
859 void Reset_ArcBeam(void)
862 for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
863 e.beam_initialized = false;
865 for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
866 e.beam_initialized = false;
870 void Draw_ArcBeam(void)
872 float dt = time - self.move_time;
873 self.move_time = time;
874 if(dt <= 0) { return; }
876 if(!self.beam_usevieworigin)
878 InterpolateOrigin_Do();
881 // origin = beam starting origin
882 // v_angle = wanted/aim direction
883 // angles = current direction of beam
886 vector wantdir; //= view_forward;
887 vector beamdir; //= self.beam_dir;
890 if(self.beam_usevieworigin)
893 // Currently we have to replicate nearly the same method of figuring
894 // out the shotdir that the server does... Ideally in the future we
895 // should be able to acquire this from a generalized function built
896 // into a weapon system for client code.
898 // find where we are aiming
899 makevectors(warpzone_save_view_angles);
900 vector forward = v_forward;
901 vector right = v_right;
904 // decide upon start position
905 if(self.beam_usevieworigin == 2)
906 { start_pos = warpzone_save_view_origin; }
908 { start_pos = self.origin; }
910 // trace forward with an estimation
913 start_pos + forward * self.beam_range,
918 // untransform in case our trace went through a warpzone
919 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
921 // un-adjust trueaim if shotend is too close
922 if(vlen(end_pos - start_pos) < g_trueaim_minrange)
923 end_pos = start_pos + (forward * g_trueaim_minrange);
925 // move shot origin to the actual gun muzzle origin
926 vector origin_offset =
927 right * -self.beam_shotorigin.y
928 + up * self.beam_shotorigin.z;
930 start_pos = start_pos + origin_offset;
932 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
933 traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
934 start_pos = trace_endpos;
936 // calculate the aim direction now
937 wantdir = normalize(end_pos - start_pos);
939 if(!self.beam_initialized)
941 self.beam_dir = wantdir;
942 self.beam_initialized = true;
945 if(self.beam_dir != wantdir)
947 // calculate how much we're going to move the end of the beam to the want position
948 // WEAPONTODO (server and client):
949 // blendfactor never actually becomes 0 in this situation, which is a problem
950 // regarding precision... this means that self.beam_dir and w_shotdir approach
951 // eachother, however they never actually become the same value with this method.
952 // Perhaps we should do some form of rounding/snapping?
953 float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
954 if(angle && (angle > self.beam_maxangle))
956 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
957 float blendfactor = bound(
959 (1 - (self.beam_returnspeed * frametime)),
960 min(self.beam_maxangle / angle, 1)
962 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
966 // the radius is not too far yet, no worries :D
967 float blendfactor = bound(
969 (1 - (self.beam_returnspeed * frametime)),
972 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
975 // calculate how many segments are needed
976 float max_allowed_segments;
978 if(self.beam_distancepersegment)
980 max_allowed_segments = min(
982 1 + (vlen(wantdir / self.beam_distancepersegment))
985 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
987 if(self.beam_degreespersegment)
997 self.beam_degreespersegment
1002 else { segments = 1; }
1004 else { segments = 1; }
1006 // set the beam direction which the rest of the code will refer to
1007 beamdir = self.beam_dir;
1009 // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
1010 self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1014 // set the values from the provided info from the networked entity
1015 start_pos = self.origin;
1016 wantdir = self.v_angle;
1017 beamdir = self.angles;
1019 if(beamdir != wantdir)
1021 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1023 // calculate how many segments are needed
1024 float max_allowed_segments;
1026 if(self.beam_distancepersegment)
1028 max_allowed_segments = min(
1030 1 + (vlen(wantdir / self.beam_distancepersegment))
1033 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1035 if(self.beam_degreespersegment)
1045 self.beam_degreespersegment
1047 max_allowed_segments
1050 else { segments = 1; }
1052 else { segments = 1; }
1055 setorigin(self, start_pos);
1056 self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1058 vector beam_endpos = (start_pos + (beamdir * self.beam_range));
1059 vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
1061 Draw_ArcBeam_callback_entity = self;
1062 Draw_ArcBeam_callback_last_thickness = 0;
1063 Draw_ArcBeam_callback_last_top = start_pos;
1064 Draw_ArcBeam_callback_last_bottom = start_pos;
1066 vector last_origin = start_pos;
1067 vector original_start_pos = start_pos;
1070 for(i = 1; i <= segments; ++i)
1072 // WEAPONTODO (client):
1073 // In order to do nice fading and pointing on the starting segment, we must always
1074 // have that drawn as a separate triangle... However, that is difficult to do when
1075 // keeping in mind the above problems and also optimizing the amount of segments
1076 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1078 vector new_origin = bezier_quadratic_getpoint(
1084 WarpZone_TraceBox_ThroughZone(
1092 Draw_ArcBeam_callback
1095 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1096 // system (if we hit a player, that's always BEHIND the last passed wz).
1097 last_origin = trace_endpos;
1098 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1099 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1100 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1101 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1102 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1103 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1105 if(trace_fraction < 1) { break; }
1108 // visual effects for startpoint and endpoint
1109 if(self.beam_hiteffect)
1111 // FIXME we really should do this on the server so it actually
1112 // matches gameplay. What this client side stuff is doing is no
1113 // more than guesswork.
1114 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1116 self.beam_hiteffect,
1122 if(self.beam_hitlight[0])
1126 self.beam_hitlight[0],
1128 self.beam_hitlight[1],
1129 self.beam_hitlight[2],
1130 self.beam_hitlight[3]
1134 if(self.beam_muzzleeffect)
1137 self.beam_muzzleeffect,
1138 original_start_pos + wantdir * 20,
1143 if(self.beam_muzzlelight[0])
1146 original_start_pos + wantdir * 20,
1147 self.beam_muzzlelight[0],
1149 self.beam_muzzlelight[1],
1150 self.beam_muzzlelight[2],
1151 self.beam_muzzlelight[3]
1157 Draw_ArcBeam_callback_entity = world;
1158 Draw_ArcBeam_callback_last_thickness = 0;
1159 Draw_ArcBeam_callback_last_top = '0 0 0';
1160 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1163 void Remove_ArcBeam(void)
1165 remove(self.beam_muzzleentity);
1166 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
1169 void Ent_ReadArcBeam(float isnew)
1171 int sf = ReadByte();
1176 // calculate shot origin offset from gun alignment
1177 int gunalign = autocvar_cl_gunalign;
1178 if(gunalign != 1 && gunalign != 2 && gunalign != 4)
1179 gunalign = 3; // default value
1182 self.beam_shotorigin = arc_shotorigin[gunalign];
1184 // set other main attributes of the beam
1185 self.draw = Draw_ArcBeam;
1186 self.entremove = Remove_ArcBeam;
1187 self.move_time = time;
1188 loopsound(self, CH_SHOTS_SINGLE, "weapons/arc_loop.wav", VOL_BASE, ATTEN_NORM);
1192 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1193 flash.drawmask = MASK_NORMAL;
1194 flash.solid = SOLID_NOT;
1195 flash.avelocity_z = 5000;
1196 setattachment(flash, self, "");
1197 setorigin(flash, '0 0 0');
1199 self.beam_muzzleentity = flash;
1203 flash = self.beam_muzzleentity;
1206 if(sf & ARC_SF_SETTINGS) // settings information
1208 self.beam_degreespersegment = ReadShort();
1209 self.beam_distancepersegment = ReadShort();
1210 self.beam_maxangle = ReadShort();
1211 self.beam_range = ReadCoord();
1212 self.beam_returnspeed = ReadShort();
1213 self.beam_tightness = (ReadByte() / 10);
1217 if(autocvar_chase_active)
1218 { self.beam_usevieworigin = 1; }
1219 else // use view origin
1220 { self.beam_usevieworigin = 2; }
1224 self.beam_usevieworigin = 0;
1228 if(!self.beam_usevieworigin)
1230 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1231 self.iflags = IFLAG_ORIGIN;
1233 InterpolateOrigin_Undo();
1236 if(sf & ARC_SF_START) // starting location
1238 self.origin_x = ReadCoord();
1239 self.origin_y = ReadCoord();
1240 self.origin_z = ReadCoord();
1242 else if(self.beam_usevieworigin) // infer the location from player location
1244 if(self.beam_usevieworigin == 2)
1247 self.origin = view_origin;
1251 // use player origin so that third person display still works
1252 self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
1256 setorigin(self, self.origin);
1258 if(sf & ARC_SF_WANTDIR) // want/aim direction
1260 self.v_angle_x = ReadCoord();
1261 self.v_angle_y = ReadCoord();
1262 self.v_angle_z = ReadCoord();
1265 if(sf & ARC_SF_BEAMDIR) // beam direction
1267 self.angles_x = ReadCoord();
1268 self.angles_y = ReadCoord();
1269 self.angles_z = ReadCoord();
1272 if(sf & ARC_SF_BEAMTYPE) // beam type
1274 self.beam_type = ReadByte();
1275 switch(self.beam_type)
1279 self.beam_color = '1 1 1';
1280 self.beam_alpha = 0.5;
1281 self.beam_thickness = 8;
1282 self.beam_traileffect = particleeffectnum("arc_beam");
1283 self.beam_hiteffect = particleeffectnum("arc_lightning");
1284 self.beam_hitlight[0] = 0;
1285 self.beam_hitlight[1] = 1;
1286 self.beam_hitlight[2] = 1;
1287 self.beam_hitlight[3] = 1;
1288 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1289 self.beam_muzzlelight[0] = 0;
1290 self.beam_muzzlelight[1] = 1;
1291 self.beam_muzzlelight[2] = 1;
1292 self.beam_muzzlelight[3] = 1;
1293 if(self.beam_muzzleeffect >= 0)
1295 setmodel(flash, "models/flash.md3");
1296 flash.alpha = self.beam_alpha;
1297 flash.colormod = self.beam_color;
1302 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1304 self.beam_color = '1 1 1';
1305 self.beam_alpha = 0.5;
1306 self.beam_thickness = 8;
1307 self.beam_traileffect = particleeffectnum("arc_beam");
1308 self.beam_hiteffect = particleeffectnum("arc_lightning");
1309 self.beam_hitlight[0] = 0;
1310 self.beam_hitlight[1] = 1;
1311 self.beam_hitlight[2] = 1;
1312 self.beam_hitlight[3] = 1;
1313 self.beam_muzzleeffect = -1; // particleeffectnum("grenadelauncher_muzzleflash");
1314 self.beam_muzzlelight[0] = 0;
1315 self.beam_muzzlelight[1] = 1;
1316 self.beam_muzzlelight[2] = 1;
1317 self.beam_muzzlelight[3] = 1;
1318 self.beam_image = "particles/lgbeam";
1319 if(self.beam_muzzleeffect >= 0)
1321 setmodel(flash, "models/flash.md3");
1322 flash.alpha = self.beam_alpha;
1323 flash.colormod = self.beam_color;
1330 self.beam_color = '1 1 1';
1331 self.beam_alpha = 0.5;
1332 self.beam_thickness = 8;
1333 self.beam_traileffect = particleeffectnum("arc_beam_heal");
1334 self.beam_hiteffect = particleeffectnum("arc_beam_healimpact");
1335 self.beam_hitlight[0] = 0;
1336 self.beam_hitlight[1] = 1;
1337 self.beam_hitlight[2] = 1;
1338 self.beam_hitlight[3] = 1;
1339 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1340 self.beam_muzzlelight[0] = 0;
1341 self.beam_muzzlelight[1] = 1;
1342 self.beam_muzzlelight[2] = 1;
1343 self.beam_muzzlelight[3] = 1;
1344 self.beam_image = "particles/lgbeam";
1345 if(self.beam_muzzleeffect >= 0)
1347 setmodel(flash, "models/flash.md3");
1348 flash.alpha = self.beam_alpha;
1349 flash.colormod = self.beam_color;
1356 self.beam_color = '1 1 1';
1357 self.beam_alpha = 0.5;
1358 self.beam_thickness = 8;
1359 self.beam_traileffect = particleeffectnum("arc_beam");
1360 self.beam_hiteffect = particleeffectnum("arc_lightning");
1361 self.beam_hitlight[0] = 20;
1362 self.beam_hitlight[1] = 1;
1363 self.beam_hitlight[2] = 0;
1364 self.beam_hitlight[3] = 0;
1365 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1366 self.beam_muzzlelight[0] = 50;
1367 self.beam_muzzlelight[1] = 1;
1368 self.beam_muzzlelight[2] = 0;
1369 self.beam_muzzlelight[3] = 0;
1370 self.beam_image = "particles/lgbeam";
1371 if(self.beam_muzzleeffect >= 0)
1373 setmodel(flash, "models/flash.md3");
1374 flash.alpha = self.beam_alpha;
1375 flash.colormod = self.beam_color;
1380 case ARC_BT_BURST_MISS:
1382 self.beam_color = '1 1 1';
1383 self.beam_alpha = 0.5;
1384 self.beam_thickness = 14;
1385 self.beam_traileffect = particleeffectnum("arc_beam");
1386 self.beam_hiteffect = particleeffectnum("arc_lightning");
1387 self.beam_hitlight[0] = 0;
1388 self.beam_hitlight[1] = 1;
1389 self.beam_hitlight[2] = 1;
1390 self.beam_hitlight[3] = 1;
1391 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1392 self.beam_muzzlelight[0] = 0;
1393 self.beam_muzzlelight[1] = 1;
1394 self.beam_muzzlelight[2] = 1;
1395 self.beam_muzzlelight[3] = 1;
1396 self.beam_image = "particles/lgbeam";
1397 if(self.beam_muzzleeffect >= 0)
1399 setmodel(flash, "models/flash.md3");
1400 flash.alpha = self.beam_alpha;
1401 flash.colormod = self.beam_color;
1406 case ARC_BT_BURST_WALL:
1408 self.beam_color = '1 1 1';
1409 self.beam_alpha = 0.5;
1410 self.beam_thickness = 14;
1411 self.beam_traileffect = particleeffectnum("arc_beam");
1412 self.beam_hiteffect = particleeffectnum("arc_lightning");
1413 self.beam_hitlight[0] = 0;
1414 self.beam_hitlight[1] = 1;
1415 self.beam_hitlight[2] = 1;
1416 self.beam_hitlight[3] = 1;
1417 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1418 self.beam_muzzlelight[0] = 0;
1419 self.beam_muzzlelight[1] = 1;
1420 self.beam_muzzlelight[2] = 1;
1421 self.beam_muzzlelight[3] = 1;
1422 self.beam_image = "particles/lgbeam";
1423 if(self.beam_muzzleeffect >= 0)
1425 setmodel(flash, "models/flash.md3");
1426 flash.alpha = self.beam_alpha;
1427 flash.colormod = self.beam_color;
1432 case ARC_BT_BURST_HEAL:
1434 self.beam_color = '1 1 1';
1435 self.beam_alpha = 0.5;
1436 self.beam_thickness = 14;
1437 self.beam_traileffect = particleeffectnum("arc_beam_heal");
1438 self.beam_hiteffect = particleeffectnum("healray_impact");
1439 self.beam_hitlight[0] = 0;
1440 self.beam_hitlight[1] = 1;
1441 self.beam_hitlight[2] = 1;
1442 self.beam_hitlight[3] = 1;
1443 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1444 self.beam_muzzlelight[0] = 0;
1445 self.beam_muzzlelight[1] = 1;
1446 self.beam_muzzlelight[2] = 1;
1447 self.beam_muzzlelight[3] = 1;
1448 self.beam_image = "particles/lgbeam";
1449 if(self.beam_muzzleeffect >= 0)
1451 setmodel(flash, "models/flash.md3");
1452 flash.alpha = self.beam_alpha;
1453 flash.colormod = self.beam_color;
1458 case ARC_BT_BURST_HIT:
1460 self.beam_color = '1 1 1';
1461 self.beam_alpha = 0.5;
1462 self.beam_thickness = 14;
1463 self.beam_traileffect = particleeffectnum("arc_beam");
1464 self.beam_hiteffect = particleeffectnum("arc_lightning");
1465 self.beam_hitlight[0] = 0;
1466 self.beam_hitlight[1] = 1;
1467 self.beam_hitlight[2] = 1;
1468 self.beam_hitlight[3] = 1;
1469 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1470 self.beam_muzzlelight[0] = 0;
1471 self.beam_muzzlelight[1] = 1;
1472 self.beam_muzzlelight[2] = 1;
1473 self.beam_muzzlelight[3] = 1;
1474 self.beam_image = "particles/lgbeam";
1475 if(self.beam_muzzleeffect >= 0)
1477 setmodel(flash, "models/flash.md3");
1478 flash.alpha = self.beam_alpha;
1479 flash.colormod = self.beam_color;
1485 // shouldn't be possible, but lets make it colorful if it does :D
1488 self.beam_color = randomvec();
1489 self.beam_alpha = 1;
1490 self.beam_thickness = 8;
1491 self.beam_traileffect = false;
1492 self.beam_hiteffect = false;
1493 self.beam_hitlight[0] = 0;
1494 self.beam_hitlight[1] = 1;
1495 self.beam_hitlight[2] = 1;
1496 self.beam_hitlight[3] = 1;
1497 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1498 self.beam_muzzlelight[0] = 0;
1499 self.beam_muzzlelight[1] = 1;
1500 self.beam_muzzlelight[2] = 1;
1501 self.beam_muzzlelight[3] = 1;
1502 self.beam_image = "particles/lgbeam";
1503 if(self.beam_muzzleeffect >= 0)
1505 setmodel(flash, "models/flash.md3");
1506 flash.alpha = self.beam_alpha;
1507 flash.colormod = self.beam_color;
1515 if(!self.beam_usevieworigin)
1517 InterpolateOrigin_Note();
1521 float W_Arc(float req)
1525 case WR_IMPACTEFFECT:
1532 precache_sound("weapons/arc_loop.wav");
1535 case WR_ZOOMRETICLE:
1537 // no weapon specific image for this weapon