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.(weaponentity).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, this.weaponentity_fld, 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, .entity weaponentity, 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 missile.weaponentity_fld = weaponentity;
158 setorigin(missile, w_shotorg);
159 setsize(missile, '0 0 0', '0 0 0');
161 set_movetype(missile, MOVETYPE_FLY);
162 W_SetupProjVelocity_PRE(missile, arc, bolt_);
164 missile.angles = vectoangles(missile.velocity);
165 missile.flags = FL_PROJECTILE;
166 missile.missile_flags = MIF_SPLASH;
168 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
170 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
173 void W_Arc_Beam_Think(entity this)
175 .entity weaponentity = this.weaponentity_fld;
176 entity own = this.owner;
177 if(this != own.(weaponentity).arc_beam)
184 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
186 if(!this.beam_bursting)
187 this.beam_bursting = true;
188 burst = ARC_BT_BURSTMASK;
191 Weapon thiswep = WEP_ARC;
196 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
202 own.(weaponentity).m_switchweapon != WEP_ARC
204 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
208 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
211 if ( WEP_CVAR(arc, cooldown) > 0 )
213 float cooldown_speed = 0;
214 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
216 cooldown_speed = WEP_CVAR(arc, cooldown);
220 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
223 if ( cooldown_speed )
225 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
226 own.arc_overheat = time + this.beam_heat / cooldown_speed;
227 own.arc_cooldown = cooldown_speed;
230 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
232 Send_Effect(EFFECT_ARC_OVERHEAT,
233 this.beam_start, this.beam_wantdir, 1 );
234 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
238 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
239 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
241 // note: this doesn't force the switch
242 W_SwitchToOtherWeapon(own, weaponentity);
243 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
250 float coefficient = frametime;
251 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
255 { rootammo = WEP_CVAR(arc, burst_ammo); }
257 { rootammo = WEP_CVAR(arc, beam_ammo); }
261 coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
262 SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
265 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
266 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
268 makevectors(own.v_angle);
272 weaponentity, // TODO
277 WEP_CVAR(arc, beam_damage) * coefficient,
278 WEP_CVAR(arc, beam_range)
281 // After teleport, "lock" the beam until the teleport is confirmed.
282 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
283 w_shotdir = this.beam_dir;
286 // network information: shot origin and want/aim direction
287 if(this.beam_start != w_shotorg)
289 this.SendFlags |= ARC_SF_START;
290 this.beam_start = w_shotorg;
292 if(this.beam_wantdir != w_shotdir)
294 this.SendFlags |= ARC_SF_WANTDIR;
295 this.beam_wantdir = w_shotdir;
298 if(!this.beam_initialized)
300 this.beam_dir = w_shotdir;
301 this.beam_initialized = true;
304 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
305 // idea: blend together this.beam_dir with the inverted direction the player is moving in
306 // might have to make some special accomodation so that it only uses view_right and view_up
308 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
311 if(this.beam_dir != w_shotdir)
313 // calculate how much we're going to move the end of the beam to the want position
314 // WEAPONTODO (server and client):
315 // blendfactor never actually becomes 0 in this situation, which is a problem
316 // regarding precision... this means that this.beam_dir and w_shotdir approach
317 // eachother, however they never actually become the same value with this method.
318 // Perhaps we should do some form of rounding/snapping?
319 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
320 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
322 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
323 float blendfactor = bound(
325 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
326 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
328 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
332 // the radius is not too far yet, no worries :D
333 float blendfactor = bound(
335 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
338 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
341 // network information: beam direction
342 this.SendFlags |= ARC_SF_BEAMDIR;
344 // calculate how many segments are needed
345 float max_allowed_segments;
347 if(WEP_CVAR(arc, beam_distancepersegment))
349 max_allowed_segments = min(
351 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
354 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
356 if(WEP_CVAR(arc, beam_degreespersegment))
363 WEP_CVAR(arc, beam_maxangle)
366 WEP_CVAR(arc, beam_degreespersegment)
371 else { segments = 1; }
373 else { segments = 1; }
375 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
376 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
379 float new_beam_type = 0;
380 vector last_origin = w_shotorg;
381 for(i = 1; i <= segments; ++i)
383 // WEAPONTODO (client):
384 // In order to do nice fading and pointing on the starting segment, we must always
385 // have that drawn as a separate triangle... However, that is difficult to do when
386 // keeping in mind the above problems and also optimizing the amount of segments
387 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
389 vector new_origin = bezier_quadratic_getpoint(
394 vector new_dir = normalize(new_origin - last_origin);
396 WarpZone_traceline_antilag(
405 // Do all the transforms for warpzones right now, as we already
406 // "are" in the post-trace system (if we hit a player, that's
407 // always BEHIND the last passed wz).
408 last_origin = trace_endpos;
409 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
410 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
411 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
412 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
417 trace_ent.classname == "body"
419 IS_MONSTER(trace_ent)
422 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
424 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
425 // NO. trace_endpos should be just fine. If not,
426 // that's an engine bug that needs proper debugging.
427 vector hitorigin = trace_endpos;
429 float falloff = ExponentialFalloff(
430 WEP_CVAR(arc, beam_falloff_mindist),
431 WEP_CVAR(arc, beam_falloff_maxdist),
432 WEP_CVAR(arc, beam_falloff_halflifedist),
433 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
436 if(is_player && SAME_TEAM(own, trace_ent))
438 float roothealth, rootarmor;
441 roothealth = WEP_CVAR(arc, burst_healing_hps);
442 rootarmor = WEP_CVAR(arc, burst_healing_aps);
446 roothealth = WEP_CVAR(arc, beam_healing_hps);
447 rootarmor = WEP_CVAR(arc, beam_healing_aps);
450 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
452 trace_ent.health = min(
453 trace_ent.health + (roothealth * coefficient),
454 WEP_CVAR(arc, beam_healing_hmax)
457 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
459 trace_ent.armorvalue = min(
460 trace_ent.armorvalue + (rootarmor * coefficient),
461 WEP_CVAR(arc, beam_healing_amax)
465 // stop rot, set visual effect
466 if(roothealth || rootarmor)
468 trace_ent.pauserothealth_finished = max(
469 trace_ent.pauserothealth_finished,
470 time + autocvar_g_balance_pause_health_rot
472 trace_ent.pauserotarmor_finished = max(
473 trace_ent.pauserotarmor_finished,
474 time + autocvar_g_balance_pause_armor_rot
476 new_beam_type = ARC_BT_HEAL;
485 { rootdamage = WEP_CVAR(arc, burst_damage); }
487 { rootdamage = WEP_CVAR(arc, beam_damage); }
490 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
492 if(accuracy_isgooddamage(own, trace_ent))
498 rootdamage * coefficient * falloff
506 rootdamage * coefficient * falloff,
510 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
513 new_beam_type = ARC_BT_HIT;
517 else if(trace_fraction != 1)
519 // we collided with geometry
520 new_beam_type = ARC_BT_WALL;
525 // te_explosion(trace_endpos);
527 // if we're bursting, use burst visual effects
528 new_beam_type |= burst;
530 // network information: beam type
531 if(new_beam_type != this.beam_type)
533 this.SendFlags |= ARC_SF_BEAMTYPE;
534 this.beam_type = new_beam_type;
537 own.(weaponentity).beam_prev = time;
538 this.nextthink = time;
541 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
544 // only play fire sound if 1 sec has passed since player let go the fire button
545 if(time - actor.(weaponentity).beam_prev > 1)
546 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
548 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
549 beam.weaponentity_fld = weaponentity;
550 beam.solid = SOLID_NOT;
551 setthink(beam, W_Arc_Beam_Think);
553 set_movetype(beam, MOVETYPE_NONE);
554 beam.bot_dodge = true;
555 IL_PUSH(g_bot_dodge, beam);
556 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
557 beam.beam_bursting = burst;
558 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
560 getthink(beam)(beam);
562 void Arc_Smoke(entity actor, .entity weaponentity)
564 makevectors(actor.v_angle);
565 W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
567 vector smoke_origin = w_shotorg + actor.velocity*frametime;
568 if ( actor.arc_overheat > time )
570 if ( random() < actor.(weaponentity).arc_heat_percent )
571 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
572 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
574 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
575 if ( !actor.arc_smoke_sound )
577 actor.arc_smoke_sound = 1;
578 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
582 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
583 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
585 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
586 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
587 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
590 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
591 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
593 actor.arc_smoke_sound = 0;
594 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
598 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
600 if(WEP_CVAR(arc, beam_botaimspeed))
602 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
605 WEP_CVAR(arc, beam_botaimspeed),
607 WEP_CVAR(arc, beam_botaimlifetime),
613 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
623 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
625 Arc_Player_SetHeat(actor, weaponentity);
626 Arc_Smoke(actor, weaponentity);
628 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
630 if (time >= actor.arc_overheat)
631 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
634 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
637 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
638 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
641 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
644 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
646 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
648 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
650 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
652 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
653 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
662 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
664 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
665 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
669 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
671 int slot = weaponslot(weaponentity);
672 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
673 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
674 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
676 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
680 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
683 actor.arc_count = autocvar_g_balance_arc_secondary_count;
684 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
685 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
689 METHOD(Arc, wr_init, void(entity thiswep))
691 if(!arc_shotorigin[0])
693 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
694 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
695 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
696 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
699 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
701 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
703 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
705 if(WEP_CVAR(arc, bolt))
707 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
708 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
712 return WEP_CVAR(arc, overheat_max) > 0 &&
713 ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
715 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
717 if(w_deathtype & HITTYPE_SECONDARY)
718 return WEAPON_ARC_MURDER_SPRAY;
720 return WEAPON_ARC_MURDER;
722 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
724 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
725 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
726 actor.arc_overheat = 0;
727 actor.arc_cooldown = 0;
728 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
730 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
732 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
733 weapon_dropevent_item.arc_overheat > time )
735 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
736 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
739 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
741 actor.arc_overheat = 0;
742 actor.arc_cooldown = 0;
743 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745 .entity weaponentity = weaponentities[slot];
746 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
749 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
751 actor.arc_overheat = 0;
752 actor.arc_cooldown = 0;
753 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
757 bool autocvar_cl_arcbeam_teamcolor = true;
759 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
761 if(w_deathtype & HITTYPE_SECONDARY)
764 org2 = w_org + w_backoff * 6;
765 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
766 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
770 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
772 entity beam = Draw_ArcBeam_callback_entity;
773 vector transformed_view_org;
774 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
776 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
777 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
778 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
784 if(trace_fraction != 1)
786 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
787 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
788 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
798 // decide upon thickness
799 float thickness = beam.beam_thickness;
801 // draw primary beam render
802 vector top = hitorigin + (thickdir * thickness);
803 vector bottom = hitorigin - (thickdir * thickness);
805 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
806 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
808 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
811 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
817 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
823 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
829 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
835 // draw trailing particles
837 // - Don't use spammy particle counts here, use a FEW small particles around the beam
838 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
839 if(beam.beam_traileffect)
841 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
844 // set up for the next
845 Draw_ArcBeam_callback_last_thickness = thickness;
846 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
847 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
853 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
854 e.beam_initialized = false;
856 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
857 e.beam_initialized = false;
861 void Draw_ArcBeam(entity this)
863 float dt = time - this.move_time;
864 this.move_time = time;
865 if(dt <= 0) { return; }
867 if(!this.beam_usevieworigin)
869 InterpolateOrigin_Do(this);
872 // origin = beam starting origin
873 // v_angle = wanted/aim direction
874 // angles = current direction of beam
877 vector wantdir; //= view_forward;
878 vector beamdir; //= this.beam_dir;
881 if(this.beam_usevieworigin)
884 // Currently we have to replicate nearly the same method of figuring
885 // out the shotdir that the server does... Ideally in the future we
886 // should be able to acquire this from a generalized function built
887 // into a weapon system for client code.
889 // find where we are aiming
890 makevectors(warpzone_save_view_angles);
891 vector forward = v_forward;
892 vector right = v_right;
895 // decide upon start position
896 if(this.beam_usevieworigin == 2)
897 { start_pos = warpzone_save_view_origin; }
899 { start_pos = this.origin; }
901 // trace forward with an estimation
904 start_pos + forward * this.beam_range,
909 // untransform in case our trace went through a warpzone
910 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
912 // un-adjust trueaim if shotend is too close
913 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
914 end_pos = start_pos + (forward * g_trueaim_minrange);
916 // move shot origin to the actual gun muzzle origin
917 vector origin_offset =
918 right * -this.beam_shotorigin.y
919 + up * this.beam_shotorigin.z;
921 start_pos = start_pos + origin_offset;
923 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
924 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
925 start_pos = trace_endpos;
927 // calculate the aim direction now
928 wantdir = normalize(end_pos - start_pos);
930 if(!this.beam_initialized)
932 this.beam_dir = wantdir;
933 this.beam_initialized = true;
936 if(this.beam_dir != wantdir)
938 // calculate how much we're going to move the end of the beam to the want position
939 // WEAPONTODO (server and client):
940 // blendfactor never actually becomes 0 in this situation, which is a problem
941 // regarding precision... this means that this.beam_dir and w_shotdir approach
942 // eachother, however they never actually become the same value with this method.
943 // Perhaps we should do some form of rounding/snapping?
944 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
945 if(angle && (angle > this.beam_maxangle))
947 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
948 float blendfactor = bound(
950 (1 - (this.beam_returnspeed * frametime)),
951 min(this.beam_maxangle / angle, 1)
953 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
957 // the radius is not too far yet, no worries :D
958 float blendfactor = bound(
960 (1 - (this.beam_returnspeed * frametime)),
963 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
966 // calculate how many segments are needed
967 float max_allowed_segments;
969 if(this.beam_distancepersegment)
971 max_allowed_segments = min(
973 1 + (vlen(wantdir / this.beam_distancepersegment))
976 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
978 if(this.beam_degreespersegment)
988 this.beam_degreespersegment
993 else { segments = 1; }
995 else { segments = 1; }
997 // set the beam direction which the rest of the code will refer to
998 beamdir = this.beam_dir;
1000 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1001 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1005 // set the values from the provided info from the networked entity
1006 start_pos = this.origin;
1007 wantdir = this.v_angle;
1008 beamdir = this.angles;
1010 if(beamdir != wantdir)
1012 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1014 // calculate how many segments are needed
1015 float max_allowed_segments;
1017 if(this.beam_distancepersegment)
1019 max_allowed_segments = min(
1021 1 + (vlen(wantdir / this.beam_distancepersegment))
1024 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1026 if(this.beam_degreespersegment)
1036 this.beam_degreespersegment
1038 max_allowed_segments
1041 else { segments = 1; }
1043 else { segments = 1; }
1046 setorigin(this, start_pos);
1047 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1049 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1050 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1052 Draw_ArcBeam_callback_entity = this;
1053 Draw_ArcBeam_callback_last_thickness = 0;
1054 Draw_ArcBeam_callback_last_top = start_pos;
1055 Draw_ArcBeam_callback_last_bottom = start_pos;
1057 vector last_origin = start_pos;
1058 vector original_start_pos = start_pos;
1061 for(i = 1; i <= segments; ++i)
1063 // WEAPONTODO (client):
1064 // In order to do nice fading and pointing on the starting segment, we must always
1065 // have that drawn as a separate triangle... However, that is difficult to do when
1066 // keeping in mind the above problems and also optimizing the amount of segments
1067 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1069 vector new_origin = bezier_quadratic_getpoint(
1075 WarpZone_TraceBox_ThroughZone(
1083 Draw_ArcBeam_callback
1086 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1087 // system (if we hit a player, that's always BEHIND the last passed wz).
1088 last_origin = trace_endpos;
1089 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1090 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1091 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1092 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1093 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1094 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1096 if(trace_fraction < 1) { break; }
1099 // visual effects for startpoint and endpoint
1100 if(this.beam_hiteffect)
1102 // FIXME we really should do this on the server so it actually
1103 // matches gameplay. What this client side stuff is doing is no
1104 // more than guesswork.
1105 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1107 this.beam_hiteffect,
1113 if(this.beam_hitlight[0])
1117 this.beam_hitlight[0],
1119 this.beam_hitlight[1],
1120 this.beam_hitlight[2],
1121 this.beam_hitlight[3]
1125 if(this.beam_muzzleeffect)
1128 this.beam_muzzleeffect,
1129 original_start_pos + wantdir * 20,
1134 if(this.beam_muzzlelight[0])
1137 original_start_pos + wantdir * 20,
1138 this.beam_muzzlelight[0],
1140 this.beam_muzzlelight[1],
1141 this.beam_muzzlelight[2],
1142 this.beam_muzzlelight[3]
1148 Draw_ArcBeam_callback_entity = NULL;
1149 Draw_ArcBeam_callback_last_thickness = 0;
1150 Draw_ArcBeam_callback_last_top = '0 0 0';
1151 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1154 void Remove_ArcBeam(entity this)
1156 delete(this.beam_muzzleentity);
1157 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1160 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1162 int sf = ReadByte();
1163 int slot = ReadByte();
1168 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1170 this.beam_shotorigin = arc_shotorigin[gunalign];
1172 // set other main attributes of the beam
1173 this.draw = Draw_ArcBeam;
1174 IL_PUSH(g_drawables, this);
1175 this.entremove = Remove_ArcBeam;
1176 this.move_time = time;
1177 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1181 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1182 flash.drawmask = MASK_NORMAL;
1183 flash.solid = SOLID_NOT;
1184 flash.avelocity_z = 5000;
1185 setattachment(flash, this, "");
1186 setorigin(flash, '0 0 0');
1188 this.beam_muzzleentity = flash;
1192 flash = this.beam_muzzleentity;
1195 if(sf & ARC_SF_SETTINGS) // settings information
1197 this.beam_degreespersegment = ReadShort();
1198 this.beam_distancepersegment = ReadShort();
1199 this.beam_maxangle = ReadShort();
1200 this.beam_range = ReadCoord();
1201 this.beam_returnspeed = ReadShort();
1202 this.beam_tightness = (ReadByte() / 10);
1206 if(autocvar_chase_active)
1207 { this.beam_usevieworigin = 1; }
1208 else // use view origin
1209 { this.beam_usevieworigin = 2; }
1213 this.beam_usevieworigin = 0;
1216 this.sv_entnum = ReadByte();
1219 if(!this.beam_usevieworigin)
1221 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1222 this.iflags = IFLAG_ORIGIN;
1224 InterpolateOrigin_Undo(this);
1227 if(sf & ARC_SF_START) // starting location
1229 this.origin_x = ReadCoord();
1230 this.origin_y = ReadCoord();
1231 this.origin_z = ReadCoord();
1233 else if(this.beam_usevieworigin) // infer the location from player location
1235 if(this.beam_usevieworigin == 2)
1238 this.origin = view_origin;
1242 // use player origin so that third person display still works
1243 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1247 setorigin(this, this.origin);
1249 if(sf & ARC_SF_WANTDIR) // want/aim direction
1251 this.v_angle_x = ReadCoord();
1252 this.v_angle_y = ReadCoord();
1253 this.v_angle_z = ReadCoord();
1256 if(sf & ARC_SF_BEAMDIR) // beam direction
1258 this.angles_x = ReadCoord();
1259 this.angles_y = ReadCoord();
1260 this.angles_z = ReadCoord();
1263 if(sf & ARC_SF_BEAMTYPE) // beam type
1265 this.beam_type = ReadByte();
1267 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1268 switch(this.beam_type)
1272 this.beam_color = beamcolor;
1273 this.beam_alpha = 0.5;
1274 this.beam_thickness = 8;
1275 this.beam_traileffect = (EFFECT_ARC_BEAM);
1276 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1277 this.beam_hitlight[0] = 0;
1278 this.beam_hitlight[1] = 1;
1279 this.beam_hitlight[2] = 1;
1280 this.beam_hitlight[3] = 1;
1281 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1282 this.beam_muzzlelight[0] = 0;
1283 this.beam_muzzlelight[1] = 1;
1284 this.beam_muzzlelight[2] = 1;
1285 this.beam_muzzlelight[3] = 1;
1286 if(this.beam_muzzleeffect)
1288 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1289 flash.alpha = this.beam_alpha;
1290 flash.colormod = this.beam_color;
1295 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1297 this.beam_color = beamcolor;
1298 this.beam_alpha = 0.5;
1299 this.beam_thickness = 8;
1300 this.beam_traileffect = (EFFECT_ARC_BEAM);
1301 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1302 this.beam_hitlight[0] = 0;
1303 this.beam_hitlight[1] = 1;
1304 this.beam_hitlight[2] = 1;
1305 this.beam_hitlight[3] = 1;
1306 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1307 this.beam_muzzlelight[0] = 0;
1308 this.beam_muzzlelight[1] = 1;
1309 this.beam_muzzlelight[2] = 1;
1310 this.beam_muzzlelight[3] = 1;
1311 this.beam_image = "particles/lgbeam";
1312 if(this.beam_muzzleeffect)
1314 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1315 flash.alpha = this.beam_alpha;
1316 flash.colormod = this.beam_color;
1323 this.beam_color = beamcolor;
1324 this.beam_alpha = 0.5;
1325 this.beam_thickness = 8;
1326 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1327 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1328 this.beam_hitlight[0] = 0;
1329 this.beam_hitlight[1] = 1;
1330 this.beam_hitlight[2] = 1;
1331 this.beam_hitlight[3] = 1;
1332 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1333 this.beam_muzzlelight[0] = 0;
1334 this.beam_muzzlelight[1] = 1;
1335 this.beam_muzzlelight[2] = 1;
1336 this.beam_muzzlelight[3] = 1;
1337 this.beam_image = "particles/lgbeam";
1338 if(this.beam_muzzleeffect)
1340 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1341 flash.alpha = this.beam_alpha;
1342 flash.colormod = this.beam_color;
1349 this.beam_color = beamcolor;
1350 this.beam_alpha = 0.5;
1351 this.beam_thickness = 8;
1352 this.beam_traileffect = (EFFECT_ARC_BEAM);
1353 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1354 this.beam_hitlight[0] = 20;
1355 this.beam_hitlight[1] = 1;
1356 this.beam_hitlight[2] = 0;
1357 this.beam_hitlight[3] = 0;
1358 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1359 this.beam_muzzlelight[0] = 50;
1360 this.beam_muzzlelight[1] = 1;
1361 this.beam_muzzlelight[2] = 0;
1362 this.beam_muzzlelight[3] = 0;
1363 this.beam_image = "particles/lgbeam";
1364 if(this.beam_muzzleeffect)
1366 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1367 flash.alpha = this.beam_alpha;
1368 flash.colormod = this.beam_color;
1373 case ARC_BT_BURST_MISS:
1375 this.beam_color = beamcolor;
1376 this.beam_alpha = 0.5;
1377 this.beam_thickness = 14;
1378 this.beam_traileffect = (EFFECT_ARC_BEAM);
1379 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1380 this.beam_hitlight[0] = 0;
1381 this.beam_hitlight[1] = 1;
1382 this.beam_hitlight[2] = 1;
1383 this.beam_hitlight[3] = 1;
1384 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1385 this.beam_muzzlelight[0] = 0;
1386 this.beam_muzzlelight[1] = 1;
1387 this.beam_muzzlelight[2] = 1;
1388 this.beam_muzzlelight[3] = 1;
1389 this.beam_image = "particles/lgbeam";
1390 if(this.beam_muzzleeffect)
1392 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1393 flash.alpha = this.beam_alpha;
1394 flash.colormod = this.beam_color;
1399 case ARC_BT_BURST_WALL:
1401 this.beam_color = beamcolor;
1402 this.beam_alpha = 0.5;
1403 this.beam_thickness = 14;
1404 this.beam_traileffect = (EFFECT_ARC_BEAM);
1405 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1406 this.beam_hitlight[0] = 0;
1407 this.beam_hitlight[1] = 1;
1408 this.beam_hitlight[2] = 1;
1409 this.beam_hitlight[3] = 1;
1410 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1411 this.beam_muzzlelight[0] = 0;
1412 this.beam_muzzlelight[1] = 1;
1413 this.beam_muzzlelight[2] = 1;
1414 this.beam_muzzlelight[3] = 1;
1415 this.beam_image = "particles/lgbeam";
1416 if(this.beam_muzzleeffect)
1418 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1419 flash.alpha = this.beam_alpha;
1420 flash.colormod = this.beam_color;
1425 case ARC_BT_BURST_HEAL:
1427 this.beam_color = beamcolor;
1428 this.beam_alpha = 0.5;
1429 this.beam_thickness = 14;
1430 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1431 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1432 this.beam_hitlight[0] = 0;
1433 this.beam_hitlight[1] = 1;
1434 this.beam_hitlight[2] = 1;
1435 this.beam_hitlight[3] = 1;
1436 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1437 this.beam_muzzlelight[0] = 0;
1438 this.beam_muzzlelight[1] = 1;
1439 this.beam_muzzlelight[2] = 1;
1440 this.beam_muzzlelight[3] = 1;
1441 this.beam_image = "particles/lgbeam";
1442 if(this.beam_muzzleeffect)
1444 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1445 flash.alpha = this.beam_alpha;
1446 flash.colormod = this.beam_color;
1451 case ARC_BT_BURST_HIT:
1453 this.beam_color = beamcolor;
1454 this.beam_alpha = 0.5;
1455 this.beam_thickness = 14;
1456 this.beam_traileffect = (EFFECT_ARC_BEAM);
1457 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1458 this.beam_hitlight[0] = 0;
1459 this.beam_hitlight[1] = 1;
1460 this.beam_hitlight[2] = 1;
1461 this.beam_hitlight[3] = 1;
1462 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1463 this.beam_muzzlelight[0] = 0;
1464 this.beam_muzzlelight[1] = 1;
1465 this.beam_muzzlelight[2] = 1;
1466 this.beam_muzzlelight[3] = 1;
1467 this.beam_image = "particles/lgbeam";
1468 if(this.beam_muzzleeffect)
1470 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1471 flash.alpha = this.beam_alpha;
1472 flash.colormod = this.beam_color;
1478 // shouldn't be possible, but lets make it colorful if it does :D
1481 this.beam_color = randomvec();
1482 this.beam_alpha = 1;
1483 this.beam_thickness = 8;
1484 this.beam_traileffect = NULL;
1485 this.beam_hiteffect = NULL;
1486 this.beam_hitlight[0] = 0;
1487 this.beam_hitlight[1] = 1;
1488 this.beam_hitlight[2] = 1;
1489 this.beam_hitlight[3] = 1;
1490 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1491 this.beam_muzzlelight[0] = 0;
1492 this.beam_muzzlelight[1] = 1;
1493 this.beam_muzzlelight[2] = 1;
1494 this.beam_muzzlelight[3] = 1;
1495 this.beam_image = "particles/lgbeam";
1496 if(this.beam_muzzleeffect)
1498 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1499 flash.alpha = this.beam_alpha;
1500 flash.colormod = this.beam_color;
1508 if(!this.beam_usevieworigin)
1510 InterpolateOrigin_Note(this);