5 bool W_Arc_Beam_Send(entity this, entity to, int sf)
7 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
9 // Truncate information when this beam is displayed to the owner client
10 // - The owner client has no use for beam start position or directions,
11 // it always figures this information out for itself with csqc code.
12 // - Spectating the owner also truncates this information.
13 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
14 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
16 WriteByte(MSG_ENTITY, sf);
17 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
19 if(sf & ARC_SF_SETTINGS) // settings information
21 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
22 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
23 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
24 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
25 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
26 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
28 WriteByte(MSG_ENTITY, drawlocal);
29 WriteByte(MSG_ENTITY, etof(this.owner));
31 if(sf & ARC_SF_START) // starting location
33 WriteCoord(MSG_ENTITY, this.beam_start.x);
34 WriteCoord(MSG_ENTITY, this.beam_start.y);
35 WriteCoord(MSG_ENTITY, this.beam_start.z);
37 if(sf & ARC_SF_WANTDIR) // want/aim direction
39 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
40 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
41 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
43 if(sf & ARC_SF_BEAMDIR) // beam direction
45 WriteCoord(MSG_ENTITY, this.beam_dir.x);
46 WriteCoord(MSG_ENTITY, this.beam_dir.y);
47 WriteCoord(MSG_ENTITY, this.beam_dir.z);
49 if(sf & ARC_SF_BEAMTYPE) // beam type
51 WriteByte(MSG_ENTITY, this.beam_type);
57 void Reset_ArcBeam(entity player, vector forward)
59 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
61 .entity weaponentity = weaponentities[slot];
62 if(!player.(weaponentity).arc_beam)
64 player.(weaponentity).arc_beam.beam_dir = forward;
65 player.(weaponentity).arc_beam.beam_teleporttime = time;
69 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
71 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
73 player.arc_overheat = 0;
77 if ( player.(weaponentity).arc_beam )
78 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
80 if ( player.arc_overheat > time )
82 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
83 * player.arc_cooldown;
88 void Arc_Player_SetHeat(entity player, .entity weaponentity)
90 player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
91 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
94 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
96 this.event_damage = func_null;
97 RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, directhitentity);
102 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
104 W_Arc_Bolt_Explode(this, trigger);
107 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
112 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
113 return; // g_projectiles_damage says to halt
115 this.health = this.health - damage;
116 this.angles = vectoangles(this.velocity);
119 W_PrepareExplosionByDamage(this, attacker, getthink(this));
122 void W_Arc_Bolt_Touch(entity this, entity toucher)
124 PROJECTILE_TOUCH(this, toucher);
125 this.use(this, NULL, toucher);
128 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
132 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
134 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
136 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
138 missile = new(missile);
139 missile.owner = missile.realowner = actor;
140 missile.bot_dodge = true;
141 IL_PUSH(g_bot_dodge, missile);
142 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
144 missile.takedamage = DAMAGE_YES;
145 missile.health = WEP_CVAR(arc, bolt_health);
146 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
147 missile.event_damage = W_Arc_Bolt_Damage;
148 missile.damagedbycontents = true;
149 IL_PUSH(g_damagedbycontents, missile);
151 settouch(missile, W_Arc_Bolt_Touch);
152 missile.use = W_Arc_Bolt_Explode_use;
153 setthink(missile, adaptor_think2use_hittype_splash);
154 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
155 PROJECTILE_MAKETRIGGER(missile);
156 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
157 setorigin(missile, w_shotorg);
158 setsize(missile, '0 0 0', '0 0 0');
160 set_movetype(missile, MOVETYPE_FLY);
161 W_SetupProjVelocity_PRE(missile, arc, bolt_);
163 missile.angles = vectoangles(missile.velocity);
164 missile.flags = FL_PROJECTILE;
165 missile.missile_flags = MIF_SPLASH;
167 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
169 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
172 void W_Arc_Beam_Think(entity this)
174 .entity weaponentity = this.weaponentity_fld;
175 entity own = this.owner;
176 if(this != own.(weaponentity).arc_beam)
183 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
185 if(!this.beam_bursting)
186 this.beam_bursting = true;
187 burst = ARC_BT_BURSTMASK;
190 Weapon thiswep = WEP_ARC;
195 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
201 own.(weaponentity).m_switchweapon != WEP_ARC
203 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
207 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
210 if ( WEP_CVAR(arc, cooldown) > 0 )
212 float cooldown_speed = 0;
213 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
215 cooldown_speed = WEP_CVAR(arc, cooldown);
219 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
222 if ( cooldown_speed )
224 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
225 own.arc_overheat = time + this.beam_heat / cooldown_speed;
226 own.arc_cooldown = cooldown_speed;
229 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
231 Send_Effect(EFFECT_ARC_OVERHEAT,
232 this.beam_start, this.beam_wantdir, 1 );
233 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
237 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
238 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
240 // note: this doesn't force the switch
241 W_SwitchToOtherWeapon(own, weaponentity);
242 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
249 float coefficient = frametime;
250 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
254 { rootammo = WEP_CVAR(arc, burst_ammo); }
256 { rootammo = WEP_CVAR(arc, beam_ammo); }
260 coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
261 SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
264 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
265 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
267 makevectors(own.v_angle);
271 weaponentity, // TODO
276 WEP_CVAR(arc, beam_damage) * coefficient,
277 WEP_CVAR(arc, beam_range)
280 // After teleport, "lock" the beam until the teleport is confirmed.
281 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
282 w_shotdir = this.beam_dir;
285 // network information: shot origin and want/aim direction
286 if(this.beam_start != w_shotorg)
288 this.SendFlags |= ARC_SF_START;
289 this.beam_start = w_shotorg;
291 if(this.beam_wantdir != w_shotdir)
293 this.SendFlags |= ARC_SF_WANTDIR;
294 this.beam_wantdir = w_shotdir;
297 if(!this.beam_initialized)
299 this.beam_dir = w_shotdir;
300 this.beam_initialized = true;
303 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
304 // idea: blend together this.beam_dir with the inverted direction the player is moving in
305 // might have to make some special accomodation so that it only uses view_right and view_up
307 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
310 if(this.beam_dir != w_shotdir)
312 // calculate how much we're going to move the end of the beam to the want position
313 // WEAPONTODO (server and client):
314 // blendfactor never actually becomes 0 in this situation, which is a problem
315 // regarding precision... this means that this.beam_dir and w_shotdir approach
316 // eachother, however they never actually become the same value with this method.
317 // Perhaps we should do some form of rounding/snapping?
318 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
319 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
321 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
322 float blendfactor = bound(
324 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
325 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
327 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
331 // the radius is not too far yet, no worries :D
332 float blendfactor = bound(
334 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
337 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
340 // network information: beam direction
341 this.SendFlags |= ARC_SF_BEAMDIR;
343 // calculate how many segments are needed
344 float max_allowed_segments;
346 if(WEP_CVAR(arc, beam_distancepersegment))
348 max_allowed_segments = min(
350 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
353 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
355 if(WEP_CVAR(arc, beam_degreespersegment))
362 WEP_CVAR(arc, beam_maxangle)
365 WEP_CVAR(arc, beam_degreespersegment)
370 else { segments = 1; }
372 else { segments = 1; }
374 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
375 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
378 float new_beam_type = 0;
379 vector last_origin = w_shotorg;
380 for(i = 1; i <= segments; ++i)
382 // WEAPONTODO (client):
383 // In order to do nice fading and pointing on the starting segment, we must always
384 // have that drawn as a separate triangle... However, that is difficult to do when
385 // keeping in mind the above problems and also optimizing the amount of segments
386 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
388 vector new_origin = bezier_quadratic_getpoint(
393 vector new_dir = normalize(new_origin - last_origin);
395 WarpZone_traceline_antilag(
404 // Do all the transforms for warpzones right now, as we already
405 // "are" in the post-trace system (if we hit a player, that's
406 // always BEHIND the last passed wz).
407 last_origin = trace_endpos;
408 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
409 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
410 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
411 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
416 trace_ent.classname == "body"
418 IS_MONSTER(trace_ent)
421 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
423 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
424 // NO. trace_endpos should be just fine. If not,
425 // that's an engine bug that needs proper debugging.
426 vector hitorigin = trace_endpos;
428 float falloff = ExponentialFalloff(
429 WEP_CVAR(arc, beam_falloff_mindist),
430 WEP_CVAR(arc, beam_falloff_maxdist),
431 WEP_CVAR(arc, beam_falloff_halflifedist),
432 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
435 if(is_player && SAME_TEAM(own, trace_ent))
437 float roothealth, rootarmor;
440 roothealth = WEP_CVAR(arc, burst_healing_hps);
441 rootarmor = WEP_CVAR(arc, burst_healing_aps);
445 roothealth = WEP_CVAR(arc, beam_healing_hps);
446 rootarmor = WEP_CVAR(arc, beam_healing_aps);
449 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
451 trace_ent.health = min(
452 trace_ent.health + (roothealth * coefficient),
453 WEP_CVAR(arc, beam_healing_hmax)
456 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
458 trace_ent.armorvalue = min(
459 trace_ent.armorvalue + (rootarmor * coefficient),
460 WEP_CVAR(arc, beam_healing_amax)
464 // stop rot, set visual effect
465 if(roothealth || rootarmor)
467 trace_ent.pauserothealth_finished = max(
468 trace_ent.pauserothealth_finished,
469 time + autocvar_g_balance_pause_health_rot
471 trace_ent.pauserotarmor_finished = max(
472 trace_ent.pauserotarmor_finished,
473 time + autocvar_g_balance_pause_armor_rot
475 new_beam_type = ARC_BT_HEAL;
484 { rootdamage = WEP_CVAR(arc, burst_damage); }
486 { rootdamage = WEP_CVAR(arc, beam_damage); }
489 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
491 if(accuracy_isgooddamage(own, trace_ent))
497 rootdamage * coefficient * falloff
505 rootdamage * coefficient * falloff,
508 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
511 new_beam_type = ARC_BT_HIT;
515 else if(trace_fraction != 1)
517 // we collided with geometry
518 new_beam_type = ARC_BT_WALL;
523 // te_explosion(trace_endpos);
525 // if we're bursting, use burst visual effects
526 new_beam_type |= burst;
528 // network information: beam type
529 if(new_beam_type != this.beam_type)
531 this.SendFlags |= ARC_SF_BEAMTYPE;
532 this.beam_type = new_beam_type;
535 own.(weaponentity).beam_prev = time;
536 this.nextthink = time;
539 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
542 // only play fire sound if 1 sec has passed since player let go the fire button
543 if(time - actor.(weaponentity).beam_prev > 1)
544 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
546 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
547 beam.weaponentity_fld = weaponentity;
548 beam.solid = SOLID_NOT;
549 setthink(beam, W_Arc_Beam_Think);
551 set_movetype(beam, MOVETYPE_NONE);
552 beam.bot_dodge = true;
553 IL_PUSH(g_bot_dodge, beam);
554 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
555 beam.beam_bursting = burst;
556 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
558 getthink(beam)(beam);
560 void Arc_Smoke(entity actor, .entity weaponentity)
562 makevectors(actor.v_angle);
563 W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
565 vector smoke_origin = w_shotorg + actor.velocity*frametime;
566 if ( actor.arc_overheat > time )
568 if ( random() < actor.arc_heat_percent )
569 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
570 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
572 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
573 if ( !actor.arc_smoke_sound )
575 actor.arc_smoke_sound = 1;
576 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
580 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
581 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
583 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
584 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
585 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
588 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
589 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
591 actor.arc_smoke_sound = 0;
592 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
596 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
598 if(WEP_CVAR(arc, beam_botaimspeed))
600 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
603 WEP_CVAR(arc, beam_botaimspeed),
605 WEP_CVAR(arc, beam_botaimlifetime),
611 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
621 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
623 Arc_Player_SetHeat(actor, weaponentity);
624 Arc_Smoke(actor, weaponentity);
626 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
628 if (time >= actor.arc_overheat)
629 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
632 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
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);
639 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
642 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
644 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
646 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
648 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
650 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
651 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
660 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
662 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
663 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
667 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
669 int slot = weaponslot(weaponentity);
670 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
671 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
672 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
674 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
678 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
681 actor.arc_count = autocvar_g_balance_arc_secondary_count;
682 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
683 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
687 METHOD(Arc, wr_init, void(entity thiswep))
689 if(!arc_shotorigin[0])
691 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
692 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
693 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
694 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
697 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
699 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
701 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
703 if(WEP_CVAR(arc, bolt))
705 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
706 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
710 return WEP_CVAR(arc, overheat_max) > 0 &&
711 ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
713 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
715 if(w_deathtype & HITTYPE_SECONDARY)
716 return WEAPON_ARC_MURDER_SPRAY;
718 return WEAPON_ARC_MURDER;
720 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
722 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
723 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
724 actor.arc_overheat = 0;
725 actor.arc_cooldown = 0;
726 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
728 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
730 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
731 weapon_dropevent_item.arc_overheat > time )
733 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
734 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
737 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
739 actor.arc_overheat = 0;
740 actor.arc_cooldown = 0;
741 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743 .entity weaponentity = weaponentities[slot];
744 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
747 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
749 actor.arc_overheat = 0;
750 actor.arc_cooldown = 0;
751 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
755 bool autocvar_cl_arcbeam_teamcolor = true;
757 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
759 if(w_deathtype & HITTYPE_SECONDARY)
762 org2 = w_org + w_backoff * 6;
763 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
764 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
768 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
770 entity beam = Draw_ArcBeam_callback_entity;
771 vector transformed_view_org;
772 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
774 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
775 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
776 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
782 if(trace_fraction != 1)
784 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
785 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
786 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
796 // decide upon thickness
797 float thickness = beam.beam_thickness;
799 // draw primary beam render
800 vector top = hitorigin + (thickdir * thickness);
801 vector bottom = hitorigin - (thickdir * thickness);
803 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
804 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
806 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
809 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
815 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
821 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
827 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
833 // draw trailing particles
835 // - Don't use spammy particle counts here, use a FEW small particles around the beam
836 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
837 if(beam.beam_traileffect)
839 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
842 // set up for the next
843 Draw_ArcBeam_callback_last_thickness = thickness;
844 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
845 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
851 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
852 e.beam_initialized = false;
854 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
855 e.beam_initialized = false;
859 void Draw_ArcBeam(entity this)
861 float dt = time - this.move_time;
862 this.move_time = time;
863 if(dt <= 0) { return; }
865 if(!this.beam_usevieworigin)
867 InterpolateOrigin_Do(this);
870 // origin = beam starting origin
871 // v_angle = wanted/aim direction
872 // angles = current direction of beam
875 vector wantdir; //= view_forward;
876 vector beamdir; //= this.beam_dir;
879 if(this.beam_usevieworigin)
882 // Currently we have to replicate nearly the same method of figuring
883 // out the shotdir that the server does... Ideally in the future we
884 // should be able to acquire this from a generalized function built
885 // into a weapon system for client code.
887 // find where we are aiming
888 makevectors(warpzone_save_view_angles);
889 vector forward = v_forward;
890 vector right = v_right;
893 // decide upon start position
894 if(this.beam_usevieworigin == 2)
895 { start_pos = warpzone_save_view_origin; }
897 { start_pos = this.origin; }
899 // trace forward with an estimation
902 start_pos + forward * this.beam_range,
907 // untransform in case our trace went through a warpzone
908 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
910 // un-adjust trueaim if shotend is too close
911 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
912 end_pos = start_pos + (forward * g_trueaim_minrange);
914 // move shot origin to the actual gun muzzle origin
915 vector origin_offset =
916 right * -this.beam_shotorigin.y
917 + up * this.beam_shotorigin.z;
919 start_pos = start_pos + origin_offset;
921 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
922 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
923 start_pos = trace_endpos;
925 // calculate the aim direction now
926 wantdir = normalize(end_pos - start_pos);
928 if(!this.beam_initialized)
930 this.beam_dir = wantdir;
931 this.beam_initialized = true;
934 if(this.beam_dir != wantdir)
936 // calculate how much we're going to move the end of the beam to the want position
937 // WEAPONTODO (server and client):
938 // blendfactor never actually becomes 0 in this situation, which is a problem
939 // regarding precision... this means that this.beam_dir and w_shotdir approach
940 // eachother, however they never actually become the same value with this method.
941 // Perhaps we should do some form of rounding/snapping?
942 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
943 if(angle && (angle > this.beam_maxangle))
945 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
946 float blendfactor = bound(
948 (1 - (this.beam_returnspeed * frametime)),
949 min(this.beam_maxangle / angle, 1)
951 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
955 // the radius is not too far yet, no worries :D
956 float blendfactor = bound(
958 (1 - (this.beam_returnspeed * frametime)),
961 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
964 // calculate how many segments are needed
965 float max_allowed_segments;
967 if(this.beam_distancepersegment)
969 max_allowed_segments = min(
971 1 + (vlen(wantdir / this.beam_distancepersegment))
974 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
976 if(this.beam_degreespersegment)
986 this.beam_degreespersegment
991 else { segments = 1; }
993 else { segments = 1; }
995 // set the beam direction which the rest of the code will refer to
996 beamdir = this.beam_dir;
998 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
999 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1003 // set the values from the provided info from the networked entity
1004 start_pos = this.origin;
1005 wantdir = this.v_angle;
1006 beamdir = this.angles;
1008 if(beamdir != wantdir)
1010 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1012 // calculate how many segments are needed
1013 float max_allowed_segments;
1015 if(this.beam_distancepersegment)
1017 max_allowed_segments = min(
1019 1 + (vlen(wantdir / this.beam_distancepersegment))
1022 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1024 if(this.beam_degreespersegment)
1034 this.beam_degreespersegment
1036 max_allowed_segments
1039 else { segments = 1; }
1041 else { segments = 1; }
1044 setorigin(this, start_pos);
1045 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1047 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1048 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1050 Draw_ArcBeam_callback_entity = this;
1051 Draw_ArcBeam_callback_last_thickness = 0;
1052 Draw_ArcBeam_callback_last_top = start_pos;
1053 Draw_ArcBeam_callback_last_bottom = start_pos;
1055 vector last_origin = start_pos;
1056 vector original_start_pos = start_pos;
1059 for(i = 1; i <= segments; ++i)
1061 // WEAPONTODO (client):
1062 // In order to do nice fading and pointing on the starting segment, we must always
1063 // have that drawn as a separate triangle... However, that is difficult to do when
1064 // keeping in mind the above problems and also optimizing the amount of segments
1065 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1067 vector new_origin = bezier_quadratic_getpoint(
1073 WarpZone_TraceBox_ThroughZone(
1081 Draw_ArcBeam_callback
1084 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1085 // system (if we hit a player, that's always BEHIND the last passed wz).
1086 last_origin = trace_endpos;
1087 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1088 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1089 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1090 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1091 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1092 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1094 if(trace_fraction < 1) { break; }
1097 // visual effects for startpoint and endpoint
1098 if(this.beam_hiteffect)
1100 // FIXME we really should do this on the server so it actually
1101 // matches gameplay. What this client side stuff is doing is no
1102 // more than guesswork.
1103 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1105 this.beam_hiteffect,
1111 if(this.beam_hitlight[0])
1115 this.beam_hitlight[0],
1117 this.beam_hitlight[1],
1118 this.beam_hitlight[2],
1119 this.beam_hitlight[3]
1123 if(this.beam_muzzleeffect)
1126 this.beam_muzzleeffect,
1127 original_start_pos + wantdir * 20,
1132 if(this.beam_muzzlelight[0])
1135 original_start_pos + wantdir * 20,
1136 this.beam_muzzlelight[0],
1138 this.beam_muzzlelight[1],
1139 this.beam_muzzlelight[2],
1140 this.beam_muzzlelight[3]
1146 Draw_ArcBeam_callback_entity = NULL;
1147 Draw_ArcBeam_callback_last_thickness = 0;
1148 Draw_ArcBeam_callback_last_top = '0 0 0';
1149 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1152 void Remove_ArcBeam(entity this)
1154 delete(this.beam_muzzleentity);
1155 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1158 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1160 int sf = ReadByte();
1161 int slot = ReadByte();
1166 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1168 this.beam_shotorigin = arc_shotorigin[gunalign];
1170 // set other main attributes of the beam
1171 this.draw = Draw_ArcBeam;
1172 IL_PUSH(g_drawables, this);
1173 this.entremove = Remove_ArcBeam;
1174 this.move_time = time;
1175 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1179 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1180 flash.drawmask = MASK_NORMAL;
1181 flash.solid = SOLID_NOT;
1182 flash.avelocity_z = 5000;
1183 setattachment(flash, this, "");
1184 setorigin(flash, '0 0 0');
1186 this.beam_muzzleentity = flash;
1190 flash = this.beam_muzzleentity;
1193 if(sf & ARC_SF_SETTINGS) // settings information
1195 this.beam_degreespersegment = ReadShort();
1196 this.beam_distancepersegment = ReadShort();
1197 this.beam_maxangle = ReadShort();
1198 this.beam_range = ReadCoord();
1199 this.beam_returnspeed = ReadShort();
1200 this.beam_tightness = (ReadByte() / 10);
1204 if(autocvar_chase_active)
1205 { this.beam_usevieworigin = 1; }
1206 else // use view origin
1207 { this.beam_usevieworigin = 2; }
1211 this.beam_usevieworigin = 0;
1214 this.sv_entnum = ReadByte();
1217 if(!this.beam_usevieworigin)
1219 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1220 this.iflags = IFLAG_ORIGIN;
1222 InterpolateOrigin_Undo(this);
1225 if(sf & ARC_SF_START) // starting location
1227 this.origin_x = ReadCoord();
1228 this.origin_y = ReadCoord();
1229 this.origin_z = ReadCoord();
1231 else if(this.beam_usevieworigin) // infer the location from player location
1233 if(this.beam_usevieworigin == 2)
1236 this.origin = view_origin;
1240 // use player origin so that third person display still works
1241 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1245 setorigin(this, this.origin);
1247 if(sf & ARC_SF_WANTDIR) // want/aim direction
1249 this.v_angle_x = ReadCoord();
1250 this.v_angle_y = ReadCoord();
1251 this.v_angle_z = ReadCoord();
1254 if(sf & ARC_SF_BEAMDIR) // beam direction
1256 this.angles_x = ReadCoord();
1257 this.angles_y = ReadCoord();
1258 this.angles_z = ReadCoord();
1261 if(sf & ARC_SF_BEAMTYPE) // beam type
1263 this.beam_type = ReadByte();
1265 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1266 switch(this.beam_type)
1270 this.beam_color = beamcolor;
1271 this.beam_alpha = 0.5;
1272 this.beam_thickness = 8;
1273 this.beam_traileffect = (EFFECT_ARC_BEAM);
1274 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1275 this.beam_hitlight[0] = 0;
1276 this.beam_hitlight[1] = 1;
1277 this.beam_hitlight[2] = 1;
1278 this.beam_hitlight[3] = 1;
1279 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1280 this.beam_muzzlelight[0] = 0;
1281 this.beam_muzzlelight[1] = 1;
1282 this.beam_muzzlelight[2] = 1;
1283 this.beam_muzzlelight[3] = 1;
1284 if(this.beam_muzzleeffect)
1286 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1287 flash.alpha = this.beam_alpha;
1288 flash.colormod = this.beam_color;
1293 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1295 this.beam_color = beamcolor;
1296 this.beam_alpha = 0.5;
1297 this.beam_thickness = 8;
1298 this.beam_traileffect = (EFFECT_ARC_BEAM);
1299 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1300 this.beam_hitlight[0] = 0;
1301 this.beam_hitlight[1] = 1;
1302 this.beam_hitlight[2] = 1;
1303 this.beam_hitlight[3] = 1;
1304 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1305 this.beam_muzzlelight[0] = 0;
1306 this.beam_muzzlelight[1] = 1;
1307 this.beam_muzzlelight[2] = 1;
1308 this.beam_muzzlelight[3] = 1;
1309 this.beam_image = "particles/lgbeam";
1310 if(this.beam_muzzleeffect)
1312 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1313 flash.alpha = this.beam_alpha;
1314 flash.colormod = this.beam_color;
1321 this.beam_color = beamcolor;
1322 this.beam_alpha = 0.5;
1323 this.beam_thickness = 8;
1324 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1325 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1326 this.beam_hitlight[0] = 0;
1327 this.beam_hitlight[1] = 1;
1328 this.beam_hitlight[2] = 1;
1329 this.beam_hitlight[3] = 1;
1330 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1331 this.beam_muzzlelight[0] = 0;
1332 this.beam_muzzlelight[1] = 1;
1333 this.beam_muzzlelight[2] = 1;
1334 this.beam_muzzlelight[3] = 1;
1335 this.beam_image = "particles/lgbeam";
1336 if(this.beam_muzzleeffect)
1338 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1339 flash.alpha = this.beam_alpha;
1340 flash.colormod = this.beam_color;
1347 this.beam_color = beamcolor;
1348 this.beam_alpha = 0.5;
1349 this.beam_thickness = 8;
1350 this.beam_traileffect = (EFFECT_ARC_BEAM);
1351 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1352 this.beam_hitlight[0] = 20;
1353 this.beam_hitlight[1] = 1;
1354 this.beam_hitlight[2] = 0;
1355 this.beam_hitlight[3] = 0;
1356 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1357 this.beam_muzzlelight[0] = 50;
1358 this.beam_muzzlelight[1] = 1;
1359 this.beam_muzzlelight[2] = 0;
1360 this.beam_muzzlelight[3] = 0;
1361 this.beam_image = "particles/lgbeam";
1362 if(this.beam_muzzleeffect)
1364 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1365 flash.alpha = this.beam_alpha;
1366 flash.colormod = this.beam_color;
1371 case ARC_BT_BURST_MISS:
1373 this.beam_color = beamcolor;
1374 this.beam_alpha = 0.5;
1375 this.beam_thickness = 14;
1376 this.beam_traileffect = (EFFECT_ARC_BEAM);
1377 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1378 this.beam_hitlight[0] = 0;
1379 this.beam_hitlight[1] = 1;
1380 this.beam_hitlight[2] = 1;
1381 this.beam_hitlight[3] = 1;
1382 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1383 this.beam_muzzlelight[0] = 0;
1384 this.beam_muzzlelight[1] = 1;
1385 this.beam_muzzlelight[2] = 1;
1386 this.beam_muzzlelight[3] = 1;
1387 this.beam_image = "particles/lgbeam";
1388 if(this.beam_muzzleeffect)
1390 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1391 flash.alpha = this.beam_alpha;
1392 flash.colormod = this.beam_color;
1397 case ARC_BT_BURST_WALL:
1399 this.beam_color = beamcolor;
1400 this.beam_alpha = 0.5;
1401 this.beam_thickness = 14;
1402 this.beam_traileffect = (EFFECT_ARC_BEAM);
1403 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1404 this.beam_hitlight[0] = 0;
1405 this.beam_hitlight[1] = 1;
1406 this.beam_hitlight[2] = 1;
1407 this.beam_hitlight[3] = 1;
1408 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1409 this.beam_muzzlelight[0] = 0;
1410 this.beam_muzzlelight[1] = 1;
1411 this.beam_muzzlelight[2] = 1;
1412 this.beam_muzzlelight[3] = 1;
1413 this.beam_image = "particles/lgbeam";
1414 if(this.beam_muzzleeffect)
1416 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1417 flash.alpha = this.beam_alpha;
1418 flash.colormod = this.beam_color;
1423 case ARC_BT_BURST_HEAL:
1425 this.beam_color = beamcolor;
1426 this.beam_alpha = 0.5;
1427 this.beam_thickness = 14;
1428 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1429 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1430 this.beam_hitlight[0] = 0;
1431 this.beam_hitlight[1] = 1;
1432 this.beam_hitlight[2] = 1;
1433 this.beam_hitlight[3] = 1;
1434 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1435 this.beam_muzzlelight[0] = 0;
1436 this.beam_muzzlelight[1] = 1;
1437 this.beam_muzzlelight[2] = 1;
1438 this.beam_muzzlelight[3] = 1;
1439 this.beam_image = "particles/lgbeam";
1440 if(this.beam_muzzleeffect)
1442 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1443 flash.alpha = this.beam_alpha;
1444 flash.colormod = this.beam_color;
1449 case ARC_BT_BURST_HIT:
1451 this.beam_color = beamcolor;
1452 this.beam_alpha = 0.5;
1453 this.beam_thickness = 14;
1454 this.beam_traileffect = (EFFECT_ARC_BEAM);
1455 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1456 this.beam_hitlight[0] = 0;
1457 this.beam_hitlight[1] = 1;
1458 this.beam_hitlight[2] = 1;
1459 this.beam_hitlight[3] = 1;
1460 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1461 this.beam_muzzlelight[0] = 0;
1462 this.beam_muzzlelight[1] = 1;
1463 this.beam_muzzlelight[2] = 1;
1464 this.beam_muzzlelight[3] = 1;
1465 this.beam_image = "particles/lgbeam";
1466 if(this.beam_muzzleeffect)
1468 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1469 flash.alpha = this.beam_alpha;
1470 flash.colormod = this.beam_color;
1476 // shouldn't be possible, but lets make it colorful if it does :D
1479 this.beam_color = randomvec();
1480 this.beam_alpha = 1;
1481 this.beam_thickness = 8;
1482 this.beam_traileffect = NULL;
1483 this.beam_hiteffect = NULL;
1484 this.beam_hitlight[0] = 0;
1485 this.beam_hitlight[1] = 1;
1486 this.beam_hitlight[2] = 1;
1487 this.beam_hitlight[3] = 1;
1488 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1489 this.beam_muzzlelight[0] = 0;
1490 this.beam_muzzlelight[1] = 1;
1491 this.beam_muzzlelight[2] = 1;
1492 this.beam_muzzlelight[3] = 1;
1493 this.beam_image = "particles/lgbeam";
1494 if(this.beam_muzzleeffect)
1496 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1497 flash.alpha = this.beam_alpha;
1498 flash.colormod = this.beam_color;
1506 if(!this.beam_usevieworigin)
1508 InterpolateOrigin_Note(this);