4 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
6 bool W_Arc_Beam_Send(entity this, entity to, int sf)
8 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
10 // Truncate information when this beam is displayed to the owner client
11 // - The owner client has no use for beam start position or directions,
12 // it always figures this information out for itself with csqc code.
13 // - Spectating the owner also truncates this information.
14 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
15 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
17 WriteByte(MSG_ENTITY, sf);
18 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
20 if(sf & ARC_SF_SETTINGS) // settings information
22 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
23 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
24 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
25 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
26 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
27 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
29 WriteByte(MSG_ENTITY, drawlocal);
30 WriteByte(MSG_ENTITY, etof(this.owner));
32 if(sf & ARC_SF_START) // starting location
34 WriteCoord(MSG_ENTITY, this.beam_start.x);
35 WriteCoord(MSG_ENTITY, this.beam_start.y);
36 WriteCoord(MSG_ENTITY, this.beam_start.z);
38 if(sf & ARC_SF_WANTDIR) // want/aim direction
40 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
41 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
42 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
44 if(sf & ARC_SF_BEAMDIR) // beam direction
46 WriteCoord(MSG_ENTITY, this.beam_dir.x);
47 WriteCoord(MSG_ENTITY, this.beam_dir.y);
48 WriteCoord(MSG_ENTITY, this.beam_dir.z);
50 if(sf & ARC_SF_BEAMTYPE) // beam type
52 WriteByte(MSG_ENTITY, this.beam_type);
58 void Reset_ArcBeam(entity player, vector forward)
60 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
62 .entity weaponentity = weaponentities[slot];
63 if(!player.(weaponentity).arc_beam)
65 player.(weaponentity).arc_beam.beam_dir = forward;
66 player.(weaponentity).arc_beam.beam_teleporttime = time;
70 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
72 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
74 player.arc_overheat = 0;
78 if ( player.(weaponentity).arc_beam )
79 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
81 if ( player.arc_overheat > time )
83 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
84 * player.arc_cooldown;
89 void Arc_Player_SetHeat(entity player, .entity weaponentity)
91 player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
92 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
95 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
97 this.event_damage = func_null;
98 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);
103 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
105 W_Arc_Bolt_Explode(this, trigger);
108 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
113 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
114 return; // g_projectiles_damage says to halt
116 this.health = this.health - damage;
117 this.angles = vectoangles(this.velocity);
120 W_PrepareExplosionByDamage(this, attacker, getthink(this));
123 void W_Arc_Bolt_Touch(entity this, entity toucher)
125 PROJECTILE_TOUCH(this, toucher);
126 this.use(this, NULL, toucher);
129 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
133 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
135 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
137 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
139 missile = new(missile);
140 missile.owner = missile.realowner = actor;
141 missile.bot_dodge = true;
142 IL_PUSH(g_bot_dodge, missile);
143 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
145 missile.takedamage = DAMAGE_YES;
146 missile.health = WEP_CVAR(arc, bolt_health);
147 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
148 missile.event_damage = W_Arc_Bolt_Damage;
149 missile.damagedbycontents = true;
150 IL_PUSH(g_damagedbycontents, missile);
152 settouch(missile, W_Arc_Bolt_Touch);
153 missile.use = W_Arc_Bolt_Explode_use;
154 setthink(missile, adaptor_think2use_hittype_splash);
155 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
156 PROJECTILE_MAKETRIGGER(missile);
157 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
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, own.(thiswep.ammo_field) / rootammo);
262 own.(thiswep.ammo_field) = max(0, own.(thiswep.ammo_field) - (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,
509 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
512 new_beam_type = ARC_BT_HIT;
516 else if(trace_fraction != 1)
518 // we collided with geometry
519 new_beam_type = ARC_BT_WALL;
524 // te_explosion(trace_endpos);
526 // if we're bursting, use burst visual effects
527 new_beam_type |= burst;
529 // network information: beam type
530 if(new_beam_type != this.beam_type)
532 this.SendFlags |= ARC_SF_BEAMTYPE;
533 this.beam_type = new_beam_type;
536 own.(weaponentity).beam_prev = time;
537 this.nextthink = time;
540 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
543 // only play fire sound if 1 sec has passed since player let go the fire button
544 if(time - actor.(weaponentity).beam_prev > 1)
545 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
547 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
548 beam.weaponentity_fld = weaponentity;
549 beam.solid = SOLID_NOT;
550 setthink(beam, W_Arc_Beam_Think);
552 set_movetype(beam, MOVETYPE_NONE);
553 beam.bot_dodge = true;
554 IL_PUSH(g_bot_dodge, beam);
555 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
556 beam.beam_bursting = burst;
557 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
559 getthink(beam)(beam);
561 void Arc_Smoke(entity actor, .entity weaponentity)
563 makevectors(actor.v_angle);
564 W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
566 vector smoke_origin = w_shotorg + actor.velocity*frametime;
567 if ( actor.arc_overheat > time )
569 if ( random() < actor.arc_heat_percent )
570 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
571 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
573 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
574 if ( !actor.arc_smoke_sound )
576 actor.arc_smoke_sound = 1;
577 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
581 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
582 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
584 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
585 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
586 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
589 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
590 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
592 actor.arc_smoke_sound = 0;
593 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
597 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
599 if(WEP_CVAR(arc, beam_botaimspeed))
601 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
604 WEP_CVAR(arc, beam_botaimspeed),
606 WEP_CVAR(arc, beam_botaimlifetime),
612 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
622 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
624 Arc_Player_SetHeat(actor, weaponentity);
625 Arc_Smoke(actor, weaponentity);
627 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
629 if (time >= actor.arc_overheat)
630 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
633 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
636 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
637 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
640 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
643 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
645 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
647 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
649 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
651 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
652 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
661 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
663 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
664 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
668 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
670 int slot = weaponslot(weaponentity);
671 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
672 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
673 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
675 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
679 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
682 actor.arc_count = autocvar_g_balance_arc_secondary_count;
683 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
684 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
688 METHOD(Arc, wr_init, void(entity thiswep))
690 if(!arc_shotorigin[0])
692 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
693 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
694 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
695 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
698 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
700 return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
702 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
704 if(WEP_CVAR(arc, bolt))
706 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
707 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
711 return WEP_CVAR(arc, overheat_max) > 0 &&
712 ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
714 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
716 if(w_deathtype & HITTYPE_SECONDARY)
717 return WEAPON_ARC_MURDER_SPRAY;
719 return WEAPON_ARC_MURDER;
721 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
723 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
724 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
725 actor.arc_overheat = 0;
726 actor.arc_cooldown = 0;
727 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
729 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
731 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
732 weapon_dropevent_item.arc_overheat > time )
734 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
735 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
738 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
740 actor.arc_overheat = 0;
741 actor.arc_cooldown = 0;
742 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744 .entity weaponentity = weaponentities[slot];
745 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
748 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
750 actor.arc_overheat = 0;
751 actor.arc_cooldown = 0;
752 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
756 bool autocvar_cl_arcbeam_teamcolor = true;
758 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
760 if(w_deathtype & HITTYPE_SECONDARY)
763 org2 = w_org + w_backoff * 6;
764 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
765 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
769 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
771 entity beam = Draw_ArcBeam_callback_entity;
772 vector transformed_view_org;
773 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
775 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
776 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
777 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
783 if(trace_fraction != 1)
785 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
786 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
787 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
797 // decide upon thickness
798 float thickness = beam.beam_thickness;
800 // draw primary beam render
801 vector top = hitorigin + (thickdir * thickness);
802 vector bottom = hitorigin - (thickdir * thickness);
804 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
805 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
807 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
810 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
816 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
822 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
828 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
834 // draw trailing particles
836 // - Don't use spammy particle counts here, use a FEW small particles around the beam
837 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
838 if(beam.beam_traileffect)
840 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
843 // set up for the next
844 Draw_ArcBeam_callback_last_thickness = thickness;
845 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
846 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
852 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
853 e.beam_initialized = false;
855 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
856 e.beam_initialized = false;
860 void Draw_ArcBeam(entity this)
862 float dt = time - this.move_time;
863 this.move_time = time;
864 if(dt <= 0) { return; }
866 if(!this.beam_usevieworigin)
868 InterpolateOrigin_Do(this);
871 // origin = beam starting origin
872 // v_angle = wanted/aim direction
873 // angles = current direction of beam
876 vector wantdir; //= view_forward;
877 vector beamdir; //= this.beam_dir;
880 if(this.beam_usevieworigin)
883 // Currently we have to replicate nearly the same method of figuring
884 // out the shotdir that the server does... Ideally in the future we
885 // should be able to acquire this from a generalized function built
886 // into a weapon system for client code.
888 // find where we are aiming
889 makevectors(warpzone_save_view_angles);
890 vector forward = v_forward;
891 vector right = v_right;
894 // decide upon start position
895 if(this.beam_usevieworigin == 2)
896 { start_pos = warpzone_save_view_origin; }
898 { start_pos = this.origin; }
900 // trace forward with an estimation
903 start_pos + forward * this.beam_range,
908 // untransform in case our trace went through a warpzone
909 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
911 // un-adjust trueaim if shotend is too close
912 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
913 end_pos = start_pos + (forward * g_trueaim_minrange);
915 // move shot origin to the actual gun muzzle origin
916 vector origin_offset =
917 right * -this.beam_shotorigin.y
918 + up * this.beam_shotorigin.z;
920 start_pos = start_pos + origin_offset;
922 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
923 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
924 start_pos = trace_endpos;
926 // calculate the aim direction now
927 wantdir = normalize(end_pos - start_pos);
929 if(!this.beam_initialized)
931 this.beam_dir = wantdir;
932 this.beam_initialized = true;
935 if(this.beam_dir != wantdir)
937 // calculate how much we're going to move the end of the beam to the want position
938 // WEAPONTODO (server and client):
939 // blendfactor never actually becomes 0 in this situation, which is a problem
940 // regarding precision... this means that this.beam_dir and w_shotdir approach
941 // eachother, however they never actually become the same value with this method.
942 // Perhaps we should do some form of rounding/snapping?
943 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
944 if(angle && (angle > this.beam_maxangle))
946 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
947 float blendfactor = bound(
949 (1 - (this.beam_returnspeed * frametime)),
950 min(this.beam_maxangle / angle, 1)
952 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
956 // the radius is not too far yet, no worries :D
957 float blendfactor = bound(
959 (1 - (this.beam_returnspeed * frametime)),
962 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
965 // calculate how many segments are needed
966 float max_allowed_segments;
968 if(this.beam_distancepersegment)
970 max_allowed_segments = min(
972 1 + (vlen(wantdir / this.beam_distancepersegment))
975 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
977 if(this.beam_degreespersegment)
987 this.beam_degreespersegment
992 else { segments = 1; }
994 else { segments = 1; }
996 // set the beam direction which the rest of the code will refer to
997 beamdir = this.beam_dir;
999 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1000 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1004 // set the values from the provided info from the networked entity
1005 start_pos = this.origin;
1006 wantdir = this.v_angle;
1007 beamdir = this.angles;
1009 if(beamdir != wantdir)
1011 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1013 // calculate how many segments are needed
1014 float max_allowed_segments;
1016 if(this.beam_distancepersegment)
1018 max_allowed_segments = min(
1020 1 + (vlen(wantdir / this.beam_distancepersegment))
1023 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1025 if(this.beam_degreespersegment)
1035 this.beam_degreespersegment
1037 max_allowed_segments
1040 else { segments = 1; }
1042 else { segments = 1; }
1045 setorigin(this, start_pos);
1046 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1048 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1049 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1051 Draw_ArcBeam_callback_entity = this;
1052 Draw_ArcBeam_callback_last_thickness = 0;
1053 Draw_ArcBeam_callback_last_top = start_pos;
1054 Draw_ArcBeam_callback_last_bottom = start_pos;
1056 vector last_origin = start_pos;
1057 vector original_start_pos = start_pos;
1060 for(i = 1; i <= segments; ++i)
1062 // WEAPONTODO (client):
1063 // In order to do nice fading and pointing on the starting segment, we must always
1064 // have that drawn as a separate triangle... However, that is difficult to do when
1065 // keeping in mind the above problems and also optimizing the amount of segments
1066 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1068 vector new_origin = bezier_quadratic_getpoint(
1074 WarpZone_TraceBox_ThroughZone(
1082 Draw_ArcBeam_callback
1085 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1086 // system (if we hit a player, that's always BEHIND the last passed wz).
1087 last_origin = trace_endpos;
1088 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1089 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1090 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1091 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1092 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1093 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1095 if(trace_fraction < 1) { break; }
1098 // visual effects for startpoint and endpoint
1099 if(this.beam_hiteffect)
1101 // FIXME we really should do this on the server so it actually
1102 // matches gameplay. What this client side stuff is doing is no
1103 // more than guesswork.
1104 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1106 this.beam_hiteffect,
1112 if(this.beam_hitlight[0])
1116 this.beam_hitlight[0],
1118 this.beam_hitlight[1],
1119 this.beam_hitlight[2],
1120 this.beam_hitlight[3]
1124 if(this.beam_muzzleeffect)
1127 this.beam_muzzleeffect,
1128 original_start_pos + wantdir * 20,
1133 if(this.beam_muzzlelight[0])
1136 original_start_pos + wantdir * 20,
1137 this.beam_muzzlelight[0],
1139 this.beam_muzzlelight[1],
1140 this.beam_muzzlelight[2],
1141 this.beam_muzzlelight[3]
1147 Draw_ArcBeam_callback_entity = NULL;
1148 Draw_ArcBeam_callback_last_thickness = 0;
1149 Draw_ArcBeam_callback_last_top = '0 0 0';
1150 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1153 void Remove_ArcBeam(entity this)
1155 delete(this.beam_muzzleentity);
1156 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1159 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1161 int sf = ReadByte();
1162 int slot = ReadByte();
1167 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1169 this.beam_shotorigin = arc_shotorigin[gunalign];
1171 // set other main attributes of the beam
1172 this.draw = Draw_ArcBeam;
1173 IL_PUSH(g_drawables, this);
1174 this.entremove = Remove_ArcBeam;
1175 this.move_time = time;
1176 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1180 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1181 flash.drawmask = MASK_NORMAL;
1182 flash.solid = SOLID_NOT;
1183 flash.avelocity_z = 5000;
1184 setattachment(flash, this, "");
1185 setorigin(flash, '0 0 0');
1187 this.beam_muzzleentity = flash;
1191 flash = this.beam_muzzleentity;
1194 if(sf & ARC_SF_SETTINGS) // settings information
1196 this.beam_degreespersegment = ReadShort();
1197 this.beam_distancepersegment = ReadShort();
1198 this.beam_maxangle = ReadShort();
1199 this.beam_range = ReadCoord();
1200 this.beam_returnspeed = ReadShort();
1201 this.beam_tightness = (ReadByte() / 10);
1205 if(autocvar_chase_active)
1206 { this.beam_usevieworigin = 1; }
1207 else // use view origin
1208 { this.beam_usevieworigin = 2; }
1212 this.beam_usevieworigin = 0;
1215 this.sv_entnum = ReadByte();
1218 if(!this.beam_usevieworigin)
1220 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1221 this.iflags = IFLAG_ORIGIN;
1223 InterpolateOrigin_Undo(this);
1226 if(sf & ARC_SF_START) // starting location
1228 this.origin_x = ReadCoord();
1229 this.origin_y = ReadCoord();
1230 this.origin_z = ReadCoord();
1232 else if(this.beam_usevieworigin) // infer the location from player location
1234 if(this.beam_usevieworigin == 2)
1237 this.origin = view_origin;
1241 // use player origin so that third person display still works
1242 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1246 setorigin(this, this.origin);
1248 if(sf & ARC_SF_WANTDIR) // want/aim direction
1250 this.v_angle_x = ReadCoord();
1251 this.v_angle_y = ReadCoord();
1252 this.v_angle_z = ReadCoord();
1255 if(sf & ARC_SF_BEAMDIR) // beam direction
1257 this.angles_x = ReadCoord();
1258 this.angles_y = ReadCoord();
1259 this.angles_z = ReadCoord();
1262 if(sf & ARC_SF_BEAMTYPE) // beam type
1264 this.beam_type = ReadByte();
1266 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1267 switch(this.beam_type)
1271 this.beam_color = beamcolor;
1272 this.beam_alpha = 0.5;
1273 this.beam_thickness = 8;
1274 this.beam_traileffect = (EFFECT_ARC_BEAM);
1275 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1276 this.beam_hitlight[0] = 0;
1277 this.beam_hitlight[1] = 1;
1278 this.beam_hitlight[2] = 1;
1279 this.beam_hitlight[3] = 1;
1280 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1281 this.beam_muzzlelight[0] = 0;
1282 this.beam_muzzlelight[1] = 1;
1283 this.beam_muzzlelight[2] = 1;
1284 this.beam_muzzlelight[3] = 1;
1285 if(this.beam_muzzleeffect)
1287 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1288 flash.alpha = this.beam_alpha;
1289 flash.colormod = this.beam_color;
1294 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1296 this.beam_color = beamcolor;
1297 this.beam_alpha = 0.5;
1298 this.beam_thickness = 8;
1299 this.beam_traileffect = (EFFECT_ARC_BEAM);
1300 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1301 this.beam_hitlight[0] = 0;
1302 this.beam_hitlight[1] = 1;
1303 this.beam_hitlight[2] = 1;
1304 this.beam_hitlight[3] = 1;
1305 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1306 this.beam_muzzlelight[0] = 0;
1307 this.beam_muzzlelight[1] = 1;
1308 this.beam_muzzlelight[2] = 1;
1309 this.beam_muzzlelight[3] = 1;
1310 this.beam_image = "particles/lgbeam";
1311 if(this.beam_muzzleeffect)
1313 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1314 flash.alpha = this.beam_alpha;
1315 flash.colormod = this.beam_color;
1322 this.beam_color = beamcolor;
1323 this.beam_alpha = 0.5;
1324 this.beam_thickness = 8;
1325 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1326 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1327 this.beam_hitlight[0] = 0;
1328 this.beam_hitlight[1] = 1;
1329 this.beam_hitlight[2] = 1;
1330 this.beam_hitlight[3] = 1;
1331 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1332 this.beam_muzzlelight[0] = 0;
1333 this.beam_muzzlelight[1] = 1;
1334 this.beam_muzzlelight[2] = 1;
1335 this.beam_muzzlelight[3] = 1;
1336 this.beam_image = "particles/lgbeam";
1337 if(this.beam_muzzleeffect)
1339 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1340 flash.alpha = this.beam_alpha;
1341 flash.colormod = this.beam_color;
1348 this.beam_color = beamcolor;
1349 this.beam_alpha = 0.5;
1350 this.beam_thickness = 8;
1351 this.beam_traileffect = (EFFECT_ARC_BEAM);
1352 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1353 this.beam_hitlight[0] = 20;
1354 this.beam_hitlight[1] = 1;
1355 this.beam_hitlight[2] = 0;
1356 this.beam_hitlight[3] = 0;
1357 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1358 this.beam_muzzlelight[0] = 50;
1359 this.beam_muzzlelight[1] = 1;
1360 this.beam_muzzlelight[2] = 0;
1361 this.beam_muzzlelight[3] = 0;
1362 this.beam_image = "particles/lgbeam";
1363 if(this.beam_muzzleeffect)
1365 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1366 flash.alpha = this.beam_alpha;
1367 flash.colormod = this.beam_color;
1372 case ARC_BT_BURST_MISS:
1374 this.beam_color = beamcolor;
1375 this.beam_alpha = 0.5;
1376 this.beam_thickness = 14;
1377 this.beam_traileffect = (EFFECT_ARC_BEAM);
1378 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1379 this.beam_hitlight[0] = 0;
1380 this.beam_hitlight[1] = 1;
1381 this.beam_hitlight[2] = 1;
1382 this.beam_hitlight[3] = 1;
1383 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1384 this.beam_muzzlelight[0] = 0;
1385 this.beam_muzzlelight[1] = 1;
1386 this.beam_muzzlelight[2] = 1;
1387 this.beam_muzzlelight[3] = 1;
1388 this.beam_image = "particles/lgbeam";
1389 if(this.beam_muzzleeffect)
1391 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1392 flash.alpha = this.beam_alpha;
1393 flash.colormod = this.beam_color;
1398 case ARC_BT_BURST_WALL:
1400 this.beam_color = beamcolor;
1401 this.beam_alpha = 0.5;
1402 this.beam_thickness = 14;
1403 this.beam_traileffect = (EFFECT_ARC_BEAM);
1404 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1405 this.beam_hitlight[0] = 0;
1406 this.beam_hitlight[1] = 1;
1407 this.beam_hitlight[2] = 1;
1408 this.beam_hitlight[3] = 1;
1409 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1410 this.beam_muzzlelight[0] = 0;
1411 this.beam_muzzlelight[1] = 1;
1412 this.beam_muzzlelight[2] = 1;
1413 this.beam_muzzlelight[3] = 1;
1414 this.beam_image = "particles/lgbeam";
1415 if(this.beam_muzzleeffect)
1417 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1418 flash.alpha = this.beam_alpha;
1419 flash.colormod = this.beam_color;
1424 case ARC_BT_BURST_HEAL:
1426 this.beam_color = beamcolor;
1427 this.beam_alpha = 0.5;
1428 this.beam_thickness = 14;
1429 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1430 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1431 this.beam_hitlight[0] = 0;
1432 this.beam_hitlight[1] = 1;
1433 this.beam_hitlight[2] = 1;
1434 this.beam_hitlight[3] = 1;
1435 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1436 this.beam_muzzlelight[0] = 0;
1437 this.beam_muzzlelight[1] = 1;
1438 this.beam_muzzlelight[2] = 1;
1439 this.beam_muzzlelight[3] = 1;
1440 this.beam_image = "particles/lgbeam";
1441 if(this.beam_muzzleeffect)
1443 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1444 flash.alpha = this.beam_alpha;
1445 flash.colormod = this.beam_color;
1450 case ARC_BT_BURST_HIT:
1452 this.beam_color = beamcolor;
1453 this.beam_alpha = 0.5;
1454 this.beam_thickness = 14;
1455 this.beam_traileffect = (EFFECT_ARC_BEAM);
1456 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1457 this.beam_hitlight[0] = 0;
1458 this.beam_hitlight[1] = 1;
1459 this.beam_hitlight[2] = 1;
1460 this.beam_hitlight[3] = 1;
1461 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1462 this.beam_muzzlelight[0] = 0;
1463 this.beam_muzzlelight[1] = 1;
1464 this.beam_muzzlelight[2] = 1;
1465 this.beam_muzzlelight[3] = 1;
1466 this.beam_image = "particles/lgbeam";
1467 if(this.beam_muzzleeffect)
1469 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1470 flash.alpha = this.beam_alpha;
1471 flash.colormod = this.beam_color;
1477 // shouldn't be possible, but lets make it colorful if it does :D
1480 this.beam_color = randomvec();
1481 this.beam_alpha = 1;
1482 this.beam_thickness = 8;
1483 this.beam_traileffect = NULL;
1484 this.beam_hiteffect = NULL;
1485 this.beam_hitlight[0] = 0;
1486 this.beam_hitlight[1] = 1;
1487 this.beam_hitlight[2] = 1;
1488 this.beam_hitlight[3] = 1;
1489 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1490 this.beam_muzzlelight[0] = 0;
1491 this.beam_muzzlelight[1] = 1;
1492 this.beam_muzzlelight[2] = 1;
1493 this.beam_muzzlelight[3] = 1;
1494 this.beam_image = "particles/lgbeam";
1495 if(this.beam_muzzleeffect)
1497 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1498 flash.alpha = this.beam_alpha;
1499 flash.colormod = this.beam_color;
1507 if(!this.beam_usevieworigin)
1509 InterpolateOrigin_Note(this);