4 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
9 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
11 // Truncate information when this beam is displayed to the owner client
12 // - The owner client has no use for beam start position or directions,
13 // it always figures this information out for itself with csqc code.
14 // - Spectating the owner also truncates this information.
15 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
16 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
18 WriteByte(MSG_ENTITY, sf);
19 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
21 if(sf & ARC_SF_SETTINGS) // settings information
23 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
24 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
25 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
26 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
27 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
28 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
30 WriteByte(MSG_ENTITY, drawlocal);
31 WriteByte(MSG_ENTITY, etof(this.owner));
33 if(sf & ARC_SF_START) // starting location
35 WriteVector(MSG_ENTITY, this.beam_start);
37 if(sf & ARC_SF_WANTDIR) // want/aim direction
39 WriteVector(MSG_ENTITY, this.beam_wantdir);
41 if(sf & ARC_SF_BEAMDIR) // beam direction
43 WriteAngleVector(MSG_ENTITY, this.beam_dir);
45 if(sf & ARC_SF_BEAMTYPE) // beam type
47 WriteByte(MSG_ENTITY, this.beam_type);
53 void Reset_ArcBeam(entity player, vector forward)
55 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
57 .entity weaponentity = weaponentities[slot];
58 if(!player.(weaponentity).arc_beam)
60 player.(weaponentity).arc_beam.beam_dir = forward;
61 player.(weaponentity).arc_beam.beam_teleporttime = time;
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
67 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
69 player.arc_overheat = 0;
73 if ( player.(weaponentity).arc_beam )
74 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
76 if ( player.arc_overheat > time )
78 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79 * player.arc_cooldown;
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
86 player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
92 this.event_damage = func_null;
93 RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
100 W_Arc_Bolt_Explode(this, trigger);
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
105 if(GetResource(this, RES_HEALTH) <= 0)
108 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109 return; // g_projectiles_damage says to halt
111 TakeResource(this, RES_HEALTH, damage);
112 this.angles = vectoangles(this.velocity);
114 if(GetResource(this, RES_HEALTH) <= 0)
115 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
120 PROJECTILE_TOUCH(this, toucher);
121 if(this.cnt >= WEP_CVAR(arc, bolt_bounce_count) || !WEP_CVAR(arc, bolt_bounce_count) || toucher.takedamage == DAMAGE_AIM) {
122 this.use(this, NULL, toucher);
125 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
126 this.angles = vectoangles(this.velocity);
128 this.projectiledeathtype |= HITTYPE_BOUNCE;
129 if(WEP_CVAR(arc, bolt_bounce_explode))
130 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, toucher);
131 if(this.cnt == 1 && WEP_CVAR(arc, bolt_bounce_lifetime))
132 this.nextthink = time + WEP_CVAR(arc, bolt_bounce_lifetime);
136 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
138 W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
140 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
142 entity missile = new(missile);
143 missile.owner = missile.realowner = actor;
144 missile.bot_dodge = true;
145 IL_PUSH(g_bot_dodge, missile);
146 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
148 missile.takedamage = DAMAGE_YES;
149 SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
150 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
151 missile.event_damage = W_Arc_Bolt_Damage;
152 missile.damagedbycontents = true;
153 IL_PUSH(g_damagedbycontents, missile);
155 settouch(missile, W_Arc_Bolt_Touch);
157 missile.use = W_Arc_Bolt_Explode_use;
158 setthink(missile, adaptor_think2use_hittype_splash);
159 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
160 PROJECTILE_MAKETRIGGER(missile);
161 missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
162 missile.weaponentity_fld = weaponentity;
163 setorigin(missile, w_shotorg);
164 setsize(missile, '0 0 0', '0 0 0');
166 set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
167 W_SetupProjVelocity_PRE(missile, arc, bolt_);
169 missile.angles = vectoangles(missile.velocity);
170 missile.flags = FL_PROJECTILE;
171 IL_PUSH(g_projectiles, missile);
172 missile.missile_flags = MIF_SPLASH;
174 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
176 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
178 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
179 if(actor.(weaponentity).misc_bulletcounter == 0)
181 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, bolt_refire2) * W_WeaponRateFactor(actor);
182 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
186 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
190 void W_Arc_Beam_Think(entity this)
192 .entity weaponentity = this.weaponentity_fld;
193 entity own = this.owner;
194 if(this != own.(weaponentity).arc_beam)
201 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
203 if(!this.beam_bursting)
204 this.beam_bursting = true;
205 burst = ARC_BT_BURSTMASK;
208 Weapon thiswep = WEP_ARC;
210 // TODO: use standard weapon use checks here!
218 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
220 own.(weaponentity).m_switchweapon != WEP_ARC
222 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
226 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
229 if ( WEP_CVAR(arc, cooldown) > 0 )
231 float cooldown_speed = 0;
232 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
234 cooldown_speed = WEP_CVAR(arc, cooldown);
238 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
241 if ( cooldown_speed )
243 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
244 own.arc_overheat = time + this.beam_heat / cooldown_speed;
245 own.arc_cooldown = cooldown_speed;
248 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
250 Send_Effect(EFFECT_ARC_OVERHEAT,
251 this.beam_start, this.beam_wantdir, 1 );
252 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
256 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
257 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
259 // note: this doesn't force the switch
260 W_SwitchToOtherWeapon(own, weaponentity);
262 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
268 float coefficient = frametime;
269 if(!(own.items & IT_UNLIMITED_AMMO))
273 { rootammo = WEP_CVAR(arc, burst_ammo); }
275 { rootammo = WEP_CVAR(arc, beam_ammo); }
279 coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
280 SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
283 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
284 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
286 makevectors(own.v_angle);
295 WEP_CVAR(arc, beam_damage) * coefficient,
296 WEP_CVAR(arc, beam_range),
300 // After teleport, "lock" the beam until the teleport is confirmed.
301 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
302 w_shotdir = this.beam_dir;
305 // network information: shot origin and want/aim direction
306 if(this.beam_start != w_shotorg)
308 this.SendFlags |= ARC_SF_START;
309 this.beam_start = w_shotorg;
311 if(this.beam_wantdir != w_shotdir)
313 this.SendFlags |= ARC_SF_WANTDIR;
314 this.beam_wantdir = w_shotdir;
317 if(!this.beam_initialized)
319 this.beam_dir = w_shotdir;
320 this.beam_initialized = true;
323 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
324 // idea: blend together this.beam_dir with the inverted direction the player is moving in
325 // might have to make some special accomodation so that it only uses view_right and view_up
327 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
330 if(this.beam_dir != w_shotdir)
332 // calculate how much we're going to move the end of the beam to the want position
333 // WEAPONTODO (server and client):
334 // blendfactor never actually becomes 0 in this situation, which is a problem
335 // regarding precision... this means that this.beam_dir and w_shotdir approach
336 // eachother, however they never actually become the same value with this method.
337 // Perhaps we should do some form of rounding/snapping?
338 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
339 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
341 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
342 float blendfactor = bound(
344 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
345 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
347 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
348 this.beam_dir = w_shotdir;
350 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
354 // the radius is not too far yet, no worries :D
355 float blendfactor = bound(
357 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
360 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
361 this.beam_dir = w_shotdir;
363 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
366 // network information: beam direction
367 this.SendFlags |= ARC_SF_BEAMDIR;
369 // calculate how many segments are needed
370 float max_allowed_segments;
372 if(WEP_CVAR(arc, beam_distancepersegment))
374 max_allowed_segments = min(
376 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
379 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
381 if(WEP_CVAR(arc, beam_degreespersegment))
388 WEP_CVAR(arc, beam_maxangle)
391 WEP_CVAR(arc, beam_degreespersegment)
396 else { segments = 1; }
398 else { segments = 1; }
400 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
401 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
404 float new_beam_type = 0;
405 vector last_origin = w_shotorg;
406 for(i = 1; i <= segments; ++i)
408 // WEAPONTODO (client):
409 // In order to do nice fading and pointing on the starting segment, we must always
410 // have that drawn as a separate triangle... However, that is difficult to do when
411 // keeping in mind the above problems and also optimizing the amount of segments
412 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
414 vector new_origin = bezier_quadratic_getpoint(
419 vector new_dir = normalize(new_origin - last_origin);
421 WarpZone_traceline_antilag(
430 // Do all the transforms for warpzones right now, as we already
431 // "are" in the post-trace system (if we hit a player, that's
432 // always BEHIND the last passed wz).
433 last_origin = trace_endpos;
434 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
435 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
436 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
437 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
442 trace_ent.classname == "body"
444 IS_MONSTER(trace_ent)
449 if(SAME_TEAM(own, trace_ent))
451 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
452 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
453 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
454 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
455 if(IS_PLAYER(trace_ent) && rootarmor)
457 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
459 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
460 trace_ent.pauserotarmor_finished = max(
461 trace_ent.pauserotarmor_finished,
462 time + autocvar_g_balance_pause_armor_rot
466 if(roothealth || rootarmor)
467 new_beam_type = ARC_BT_HEAL;
469 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
471 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
472 // NO. trace_endpos should be just fine. If not,
473 // that's an engine bug that needs proper debugging.
474 vector hitorigin = trace_endpos;
476 float falloff = ExponentialFalloff(
477 WEP_CVAR(arc, beam_falloff_mindist),
478 WEP_CVAR(arc, beam_falloff_maxdist),
479 WEP_CVAR(arc, beam_falloff_halflifedist),
480 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
487 { rootdamage = WEP_CVAR(arc, burst_damage); }
489 { rootdamage = WEP_CVAR(arc, beam_damage); }
492 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
494 if(accuracy_isgooddamage(own, trace_ent))
500 rootdamage * coefficient * falloff
508 rootdamage * coefficient * falloff,
512 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
515 new_beam_type = ARC_BT_HIT;
519 else if(trace_fraction != 1)
521 // we collided with geometry
522 new_beam_type = ARC_BT_WALL;
527 // te_explosion(trace_endpos);
529 // if we're bursting, use burst visual effects
530 new_beam_type |= burst;
532 // network information: beam type
533 if(new_beam_type != this.beam_type)
535 this.SendFlags |= ARC_SF_BEAMTYPE;
536 this.beam_type = new_beam_type;
539 own.(weaponentity).beam_prev = time;
540 this.nextthink = time;
543 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
546 // only play fire sound if 1 sec has passed since player let go the fire button
547 if(time - actor.(weaponentity).beam_prev > 1)
548 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
550 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
551 beam.weaponentity_fld = weaponentity;
552 beam.solid = SOLID_NOT;
553 setthink(beam, W_Arc_Beam_Think);
555 set_movetype(beam, MOVETYPE_NONE);
556 beam.bot_dodge = true;
557 IL_PUSH(g_bot_dodge, beam);
558 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
559 beam.beam_bursting = burst;
560 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
562 getthink(beam)(beam);
564 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
566 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
568 w_ready(thiswep, actor, weaponentity, fire);
572 // attack handled by the beam itself, this is just a loop to keep the attack happening!
574 // NOTE: arc doesn't use a refire
575 //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
576 actor.(weaponentity).wframe = WFRAME_FIRE1;
577 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
579 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
581 // TODO: spamming this without checking any refires is asking for trouble!
582 makevectors(actor.v_angle);
583 W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
585 vector smoke_origin = w_shotorg + actor.velocity*frametime;
586 if ( actor.arc_overheat > time )
588 if ( random() < actor.(weaponentity).arc_heat_percent )
589 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
590 if ( (fire & 1) || (fire & 2) )
592 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
593 if ( !actor.arc_smoke_sound )
595 actor.arc_smoke_sound = 1;
596 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
600 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
601 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
603 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
604 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
605 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
608 bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
609 bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
610 if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
612 actor.arc_smoke_sound = 0;
613 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
617 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
619 if(WEP_CVAR(arc, beam_botaimspeed))
621 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
624 WEP_CVAR(arc, beam_botaimspeed),
626 WEP_CVAR(arc, beam_botaimlifetime),
632 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
642 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
644 Arc_Player_SetHeat(actor, weaponentity);
645 Arc_Smoke(thiswep, actor, weaponentity, fire);
647 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
649 if (time >= actor.arc_overheat)
650 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
653 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
656 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
657 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
660 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
664 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
666 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
668 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
670 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
672 actor.(weaponentity).wframe = WFRAME_FIRE1;
673 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
674 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
683 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
685 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
686 if(!(actor.items & IT_UNLIMITED_AMMO))
688 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
689 w_ready(thiswep, actor, weaponentity, fire);
692 float ammo_available = GetResource(actor, thiswep.ammo_type);
693 // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
694 // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
695 float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
696 int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
698 // We also don't want to use 3 rounds if there's only 2 left.
699 int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
700 W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
702 // Bursting counts up to 0 from a negative.
703 actor.(weaponentity).misc_bulletcounter = -to_shoot;
704 W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
708 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
710 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
711 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
712 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
714 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
718 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
721 actor.arc_count = autocvar_g_balance_arc_secondary_count;
722 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
723 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
727 METHOD(Arc, wr_init, void(entity thiswep))
729 if(!arc_shotorigin[0])
731 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
732 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
733 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
734 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
737 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
739 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
741 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
743 if(WEP_CVAR(arc, bolt))
745 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
746 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
750 return WEP_CVAR(arc, overheat_max) > 0 &&
751 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
753 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
755 if(w_deathtype & HITTYPE_SECONDARY)
756 return WEAPON_ARC_MURDER_SPRAY;
758 return WEAPON_ARC_MURDER;
760 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
762 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
763 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
764 actor.arc_overheat = 0;
765 actor.arc_cooldown = 0;
766 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
768 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
770 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
771 weapon_dropevent_item.arc_overheat > time )
773 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
774 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
777 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
779 actor.arc_overheat = 0;
780 actor.arc_cooldown = 0;
781 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
783 .entity weaponentity = weaponentities[slot];
784 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
787 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
789 actor.arc_overheat = 0;
790 actor.arc_cooldown = 0;
791 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
795 bool autocvar_cl_arcbeam_teamcolor = true;
796 bool autocvar_cl_arcbeam_simple = true;
800 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
802 if(w_deathtype & HITTYPE_SECONDARY)
805 org2 = w_org + w_backoff * 6;
806 pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
807 if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
811 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
813 entity beam = Draw_ArcBeam_callback_entity;
814 vector transformed_view_org;
815 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
817 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
818 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
819 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
825 if(trace_fraction != 1)
827 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
828 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
829 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
839 // decide upon thickness
840 float thickness = beam.beam_thickness;
842 // draw primary beam render
843 vector top = hitorigin + (thickdir * thickness);
844 vector bottom = hitorigin - (thickdir * thickness);
846 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
847 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
849 if(autocvar_cl_arcbeam_simple)
850 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
853 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
856 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
862 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
868 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
874 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
881 // draw trailing particles
883 // - Don't use spammy particle counts here, use a FEW small particles around the beam
884 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
885 if(beam.beam_traileffect)
887 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
890 // set up for the next
891 Draw_ArcBeam_callback_last_thickness = thickness;
892 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
893 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
899 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
900 e.beam_initialized = false;
902 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
903 e.beam_initialized = false;
907 void Draw_ArcBeam(entity this)
909 float dt = time - this.move_time;
910 this.move_time = time;
911 if(dt <= 0) { return; }
913 if(!this.beam_usevieworigin)
915 InterpolateOrigin_Do(this);
918 // origin = beam starting origin
919 // v_angle = wanted/aim direction
920 // angles = current direction of beam
923 vector wantdir; //= view_forward;
924 vector beamdir; //= this.beam_dir;
927 if(this.beam_usevieworigin)
930 // Currently we have to replicate nearly the same method of figuring
931 // out the shotdir that the server does... Ideally in the future we
932 // should be able to acquire this from a generalized function built
933 // into a weapon system for client code.
935 // find where we are aiming
936 vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
937 vector forward, right, up;
938 MAKE_VECTORS(myviewangle, forward, right, up);
939 entity wepent = viewmodels[this.beam_slot];
941 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
943 // decide upon start position
944 if(this.beam_usevieworigin == 2)
945 { start_pos = warpzone_save_view_origin; }
947 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
949 { start_pos = this.origin; }
951 // trace forward with an estimation
954 start_pos + forward * this.beam_range,
959 int v_shot_idx; // used later
960 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
961 if(v_shot_idx && this.beam_usevieworigin == 2)
962 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
964 // untransform in case our trace went through a warpzone
965 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
967 // un-adjust trueaim if shotend is too close
968 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
969 end_pos = start_pos + (forward * g_trueaim_minrange);
971 // move shot origin to the actual gun muzzle origin
972 vector origin_offset = '0 0 0';
973 if(!v_shot_idx || this.beam_usevieworigin != 2)
975 this.beam_shotorigin = wepent.movedir;
976 origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
979 this.beam_shotorigin = '0 0 0';
981 start_pos = start_pos + origin_offset;
983 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
984 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
985 start_pos = trace_endpos;
987 // calculate the aim direction now
988 wantdir = normalize(end_pos - start_pos);
990 if(!this.beam_initialized)
992 this.beam_dir = wantdir;
993 this.beam_initialized = true;
995 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
998 if(this.beam_dir != wantdir)
1000 // calculate how much we're going to move the end of the beam to the want position
1001 // WEAPONTODO (server and client):
1002 // blendfactor never actually becomes 0 in this situation, which is a problem
1003 // regarding precision... this means that this.beam_dir and w_shotdir approach
1004 // eachother, however they never actually become the same value with this method.
1005 // Perhaps we should do some form of rounding/snapping?
1006 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1007 if(angle && (angle > this.beam_maxangle))
1009 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1010 float blendfactor = bound(
1012 (1 - (this.beam_returnspeed * dt)),
1013 min(this.beam_maxangle / angle, 1)
1015 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1019 // the radius is not too far yet, no worries :D
1020 float blendfactor = bound(
1022 (1 - (this.beam_returnspeed * dt)),
1025 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1028 // calculate how many segments are needed
1029 float max_allowed_segments;
1031 if(this.beam_distancepersegment)
1033 max_allowed_segments = min(
1035 1 + (vlen(wantdir / this.beam_distancepersegment))
1038 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1040 if(this.beam_degreespersegment)
1050 this.beam_degreespersegment
1052 max_allowed_segments
1055 else { segments = 1; }
1057 else { segments = 1; }
1059 // set the beam direction which the rest of the code will refer to
1060 beamdir = this.beam_dir;
1062 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1063 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1067 // set the values from the provided info from the networked entity
1068 start_pos = this.origin;
1069 wantdir = this.v_angle;
1070 beamdir = this.angles;
1072 if(beamdir != wantdir)
1074 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1076 // calculate how many segments are needed
1077 float max_allowed_segments;
1079 if(this.beam_distancepersegment)
1081 max_allowed_segments = min(
1083 1 + (vlen(wantdir / this.beam_distancepersegment))
1086 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1088 if(this.beam_degreespersegment)
1098 this.beam_degreespersegment
1100 max_allowed_segments
1103 else { segments = 1; }
1105 else { segments = 1; }
1108 setorigin(this, start_pos);
1109 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1111 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1112 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1114 Draw_ArcBeam_callback_entity = this;
1115 Draw_ArcBeam_callback_last_thickness = 0;
1116 Draw_ArcBeam_callback_last_top = start_pos;
1117 Draw_ArcBeam_callback_last_bottom = start_pos;
1119 vector last_origin = start_pos;
1120 vector original_start_pos = start_pos;
1123 for(i = 1; i <= segments; ++i)
1125 // WEAPONTODO (client):
1126 // In order to do nice fading and pointing on the starting segment, we must always
1127 // have that drawn as a separate triangle... However, that is difficult to do when
1128 // keeping in mind the above problems and also optimizing the amount of segments
1129 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1131 vector new_origin = bezier_quadratic_getpoint(
1137 WarpZone_TraceBox_ThroughZone(
1145 Draw_ArcBeam_callback
1148 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1149 // system (if we hit a player, that's always BEHIND the last passed wz).
1150 last_origin = trace_endpos;
1151 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1152 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1153 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1154 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1155 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1156 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1158 if(trace_fraction < 1) { break; }
1161 // visual effects for startpoint and endpoint
1162 if(this.beam_hiteffect)
1164 // FIXME we really should do this on the server so it actually
1165 // matches gameplay. What this client side stuff is doing is no
1166 // more than guesswork.
1167 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1169 this.beam_hiteffect,
1175 if(this.beam_hitlight[0])
1179 this.beam_hitlight[0],
1181 this.beam_hitlight[1],
1182 this.beam_hitlight[2],
1183 this.beam_hitlight[3]
1187 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1190 this.beam_muzzleeffect,
1191 original_start_pos + wantdir * 20,
1196 if(this.beam_muzzlelight[0])
1199 original_start_pos + wantdir * 20,
1200 this.beam_muzzlelight[0],
1202 this.beam_muzzlelight[1],
1203 this.beam_muzzlelight[2],
1204 this.beam_muzzlelight[3]
1210 Draw_ArcBeam_callback_entity = NULL;
1211 Draw_ArcBeam_callback_last_thickness = 0;
1212 Draw_ArcBeam_callback_last_top = '0 0 0';
1213 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1216 void Remove_ArcBeam(entity this)
1218 delete(this.beam_muzzleentity);
1219 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1222 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1224 int sf = ReadByte();
1225 int slot = ReadByte();
1228 this.beam_slot = slot;
1232 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1234 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1236 // set other main attributes of the beam
1237 this.draw = Draw_ArcBeam;
1238 IL_PUSH(g_drawables, this);
1239 this.entremove = Remove_ArcBeam;
1240 this.move_time = time;
1241 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1243 flash = new(arc_flash);
1245 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1246 //flash.drawmask = MASK_NORMAL;
1247 flash.solid = SOLID_NOT;
1248 flash.avelocity_z = 5000;
1249 setattachment(flash, this, "");
1250 setorigin(flash, '0 0 0');
1252 this.beam_muzzleentity = flash;
1256 flash = this.beam_muzzleentity;
1259 if(sf & ARC_SF_SETTINGS) // settings information
1261 this.beam_degreespersegment = ReadShort();
1262 this.beam_distancepersegment = ReadShort();
1263 this.beam_maxangle = ReadShort();
1264 this.beam_range = ReadCoord();
1265 this.beam_returnspeed = ReadShort();
1266 this.beam_tightness = (ReadByte() / 10);
1270 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1274 this.beam_usevieworigin = 0;
1277 this.sv_entnum = ReadByte();
1280 if(!this.beam_usevieworigin)
1282 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1283 this.iflags = IFLAG_ORIGIN;
1285 InterpolateOrigin_Undo(this);
1288 if(sf & ARC_SF_START) // starting location
1290 this.origin = ReadVector();
1292 else if(this.beam_usevieworigin) // infer the location from player location
1294 if(this.beam_usevieworigin == 2)
1297 this.origin = view_origin;
1301 // use player origin so that third person display still works
1302 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1306 setorigin(this, this.origin);
1308 if(sf & ARC_SF_WANTDIR) // want/aim direction
1310 this.v_angle = ReadVector();
1313 if(sf & ARC_SF_BEAMDIR) // beam direction
1315 this.angles = ReadAngleVector();
1318 if(sf & ARC_SF_BEAMTYPE) // beam type
1320 this.beam_type = ReadByte();
1322 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1323 switch(this.beam_type)
1327 this.beam_color = beamcolor;
1328 this.beam_alpha = 0.5;
1329 this.beam_thickness = 8;
1330 this.beam_traileffect = (EFFECT_ARC_BEAM);
1331 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1332 this.beam_hitlight[0] = 0;
1333 this.beam_hitlight[1] = 1;
1334 this.beam_hitlight[2] = 1;
1335 this.beam_hitlight[3] = 1;
1336 this.beam_muzzleeffect = EFFECT_Null;
1337 this.beam_muzzlelight[0] = 0;
1338 this.beam_muzzlelight[1] = 1;
1339 this.beam_muzzlelight[2] = 1;
1340 this.beam_muzzlelight[3] = 1;
1341 this.beam_image = "particles/lgbeam";
1342 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1344 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1345 flash.alpha = this.beam_alpha;
1346 flash.colormod = this.beam_color;
1351 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1353 this.beam_color = beamcolor;
1354 this.beam_alpha = 0.5;
1355 this.beam_thickness = 8;
1356 this.beam_traileffect = (EFFECT_ARC_BEAM);
1357 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1358 this.beam_hitlight[0] = 0;
1359 this.beam_hitlight[1] = 1;
1360 this.beam_hitlight[2] = 1;
1361 this.beam_hitlight[3] = 1;
1362 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1363 this.beam_muzzlelight[0] = 0;
1364 this.beam_muzzlelight[1] = 1;
1365 this.beam_muzzlelight[2] = 1;
1366 this.beam_muzzlelight[3] = 1;
1367 this.beam_image = "particles/lgbeam";
1368 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1370 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1371 flash.alpha = this.beam_alpha;
1372 flash.colormod = this.beam_color;
1379 this.beam_color = beamcolor;
1380 this.beam_alpha = 0.5;
1381 this.beam_thickness = 8;
1382 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1383 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1384 this.beam_hitlight[0] = 0;
1385 this.beam_hitlight[1] = 1;
1386 this.beam_hitlight[2] = 1;
1387 this.beam_hitlight[3] = 1;
1388 this.beam_muzzleeffect = EFFECT_Null;
1389 this.beam_muzzlelight[0] = 0;
1390 this.beam_muzzlelight[1] = 1;
1391 this.beam_muzzlelight[2] = 1;
1392 this.beam_muzzlelight[3] = 1;
1393 this.beam_image = "particles/lgbeam";
1394 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1396 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1397 flash.alpha = this.beam_alpha;
1398 flash.colormod = this.beam_color;
1405 this.beam_color = beamcolor;
1406 this.beam_alpha = 0.5;
1407 this.beam_thickness = 8;
1408 this.beam_traileffect = (EFFECT_ARC_BEAM);
1409 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1410 this.beam_hitlight[0] = 20;
1411 this.beam_hitlight[1] = 1;
1412 this.beam_hitlight[2] = 0;
1413 this.beam_hitlight[3] = 0;
1414 this.beam_muzzleeffect = EFFECT_Null;
1415 this.beam_muzzlelight[0] = 50;
1416 this.beam_muzzlelight[1] = 1;
1417 this.beam_muzzlelight[2] = 0;
1418 this.beam_muzzlelight[3] = 0;
1419 this.beam_image = "particles/lgbeam";
1420 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1422 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1423 flash.alpha = this.beam_alpha;
1424 flash.colormod = this.beam_color;
1429 case ARC_BT_BURST_MISS:
1431 this.beam_color = beamcolor;
1432 this.beam_alpha = 0.5;
1433 this.beam_thickness = 14;
1434 this.beam_traileffect = (EFFECT_ARC_BEAM);
1435 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1436 this.beam_hitlight[0] = 0;
1437 this.beam_hitlight[1] = 1;
1438 this.beam_hitlight[2] = 1;
1439 this.beam_hitlight[3] = 1;
1440 this.beam_muzzleeffect = EFFECT_Null;
1441 this.beam_muzzlelight[0] = 0;
1442 this.beam_muzzlelight[1] = 1;
1443 this.beam_muzzlelight[2] = 1;
1444 this.beam_muzzlelight[3] = 1;
1445 this.beam_image = "particles/lgbeam";
1446 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1448 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1449 flash.alpha = this.beam_alpha;
1450 flash.colormod = this.beam_color;
1455 case ARC_BT_BURST_WALL:
1457 this.beam_color = beamcolor;
1458 this.beam_alpha = 0.5;
1459 this.beam_thickness = 14;
1460 this.beam_traileffect = (EFFECT_ARC_BEAM);
1461 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1462 this.beam_hitlight[0] = 0;
1463 this.beam_hitlight[1] = 1;
1464 this.beam_hitlight[2] = 1;
1465 this.beam_hitlight[3] = 1;
1466 this.beam_muzzleeffect = EFFECT_Null;
1467 this.beam_muzzlelight[0] = 0;
1468 this.beam_muzzlelight[1] = 1;
1469 this.beam_muzzlelight[2] = 1;
1470 this.beam_muzzlelight[3] = 1;
1471 this.beam_image = "particles/lgbeam";
1472 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1474 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1475 flash.alpha = this.beam_alpha;
1476 flash.colormod = this.beam_color;
1481 case ARC_BT_BURST_HEAL:
1483 this.beam_color = beamcolor;
1484 this.beam_alpha = 0.5;
1485 this.beam_thickness = 14;
1486 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1487 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1488 this.beam_hitlight[0] = 0;
1489 this.beam_hitlight[1] = 1;
1490 this.beam_hitlight[2] = 1;
1491 this.beam_hitlight[3] = 1;
1492 this.beam_muzzleeffect = EFFECT_Null;
1493 this.beam_muzzlelight[0] = 0;
1494 this.beam_muzzlelight[1] = 1;
1495 this.beam_muzzlelight[2] = 1;
1496 this.beam_muzzlelight[3] = 1;
1497 this.beam_image = "particles/lgbeam";
1498 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1500 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1501 flash.alpha = this.beam_alpha;
1502 flash.colormod = this.beam_color;
1507 case ARC_BT_BURST_HIT:
1509 this.beam_color = beamcolor;
1510 this.beam_alpha = 0.5;
1511 this.beam_thickness = 14;
1512 this.beam_traileffect = (EFFECT_ARC_BEAM);
1513 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1514 this.beam_hitlight[0] = 0;
1515 this.beam_hitlight[1] = 1;
1516 this.beam_hitlight[2] = 1;
1517 this.beam_hitlight[3] = 1;
1518 this.beam_muzzleeffect = EFFECT_Null;
1519 this.beam_muzzlelight[0] = 0;
1520 this.beam_muzzlelight[1] = 1;
1521 this.beam_muzzlelight[2] = 1;
1522 this.beam_muzzlelight[3] = 1;
1523 this.beam_image = "particles/lgbeam";
1524 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1526 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1527 flash.alpha = this.beam_alpha;
1528 flash.colormod = this.beam_color;
1534 // shouldn't be possible, but lets make it colorful if it does :D
1537 this.beam_color = randomvec();
1538 this.beam_alpha = 1;
1539 this.beam_thickness = 8;
1540 this.beam_traileffect = NULL;
1541 this.beam_hiteffect = NULL;
1542 this.beam_hitlight[0] = 0;
1543 this.beam_hitlight[1] = 1;
1544 this.beam_hitlight[2] = 1;
1545 this.beam_hitlight[3] = 1;
1546 this.beam_muzzleeffect = EFFECT_Null;
1547 this.beam_muzzlelight[0] = 0;
1548 this.beam_muzzlelight[1] = 1;
1549 this.beam_muzzlelight[2] = 1;
1550 this.beam_muzzlelight[3] = 1;
1551 this.beam_image = "particles/lgbeam";
1552 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1554 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1555 flash.alpha = this.beam_alpha;
1556 flash.colormod = this.beam_color;
1564 if(!this.beam_usevieworigin)
1566 InterpolateOrigin_Note(this);