4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.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 WriteAngle(MSG_ENTITY, this.beam_dir.x);
44 WriteAngle(MSG_ENTITY, this.beam_dir.y);
45 WriteAngle(MSG_ENTITY, this.beam_dir.z);
47 if(sf & ARC_SF_BEAMTYPE) // beam type
49 WriteByte(MSG_ENTITY, this.beam_type);
55 void Reset_ArcBeam(entity player, vector forward)
57 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
59 .entity weaponentity = weaponentities[slot];
60 if(!player.(weaponentity).arc_beam)
62 player.(weaponentity).arc_beam.beam_dir = forward;
63 player.(weaponentity).arc_beam.beam_teleporttime = time;
67 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
69 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
71 player.arc_overheat = 0;
75 if ( player.(weaponentity).arc_beam )
76 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
78 if ( player.arc_overheat > time )
80 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
81 * player.arc_cooldown;
86 void Arc_Player_SetHeat(entity player, .entity weaponentity)
88 player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
89 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
92 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
94 this.event_damage = func_null;
95 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);
100 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
102 W_Arc_Bolt_Explode(this, trigger);
105 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
110 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
111 return; // g_projectiles_damage says to halt
113 this.health = this.health - damage;
114 this.angles = vectoangles(this.velocity);
117 W_PrepareExplosionByDamage(this, attacker, getthink(this));
120 void W_Arc_Bolt_Touch(entity this, entity toucher)
122 PROJECTILE_TOUCH(this, toucher);
123 this.use(this, NULL, toucher);
126 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
130 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
132 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
134 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
136 missile = new(missile);
137 missile.owner = missile.realowner = actor;
138 missile.bot_dodge = true;
139 IL_PUSH(g_bot_dodge, missile);
140 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
142 missile.takedamage = DAMAGE_YES;
143 missile.health = WEP_CVAR(arc, bolt_health);
144 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
145 missile.event_damage = W_Arc_Bolt_Damage;
146 missile.damagedbycontents = true;
147 IL_PUSH(g_damagedbycontents, missile);
149 settouch(missile, W_Arc_Bolt_Touch);
150 missile.use = W_Arc_Bolt_Explode_use;
151 setthink(missile, adaptor_think2use_hittype_splash);
152 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
153 PROJECTILE_MAKETRIGGER(missile);
154 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
155 missile.weaponentity_fld = weaponentity;
156 setorigin(missile, w_shotorg);
157 setsize(missile, '0 0 0', '0 0 0');
159 set_movetype(missile, MOVETYPE_FLY);
160 W_SetupProjVelocity_PRE(missile, arc, bolt_);
162 missile.angles = vectoangles(missile.velocity);
163 missile.flags = FL_PROJECTILE;
164 missile.missile_flags = MIF_SPLASH;
166 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
168 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
171 void W_Arc_Beam_Think(entity this)
173 .entity weaponentity = this.weaponentity_fld;
174 entity own = this.owner;
175 if(this != own.(weaponentity).arc_beam)
182 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
184 if(!this.beam_bursting)
185 this.beam_bursting = true;
186 burst = ARC_BT_BURSTMASK;
189 Weapon thiswep = WEP_ARC;
194 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
200 own.(weaponentity).m_switchweapon != WEP_ARC
202 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
206 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
209 if ( WEP_CVAR(arc, cooldown) > 0 )
211 float cooldown_speed = 0;
212 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
214 cooldown_speed = WEP_CVAR(arc, cooldown);
218 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
221 if ( cooldown_speed )
223 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
224 own.arc_overheat = time + this.beam_heat / cooldown_speed;
225 own.arc_cooldown = cooldown_speed;
228 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
230 Send_Effect(EFFECT_ARC_OVERHEAT,
231 this.beam_start, this.beam_wantdir, 1 );
232 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
236 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
237 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
239 // note: this doesn't force the switch
240 W_SwitchToOtherWeapon(own, weaponentity);
241 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
248 float coefficient = frametime;
249 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
253 { rootammo = WEP_CVAR(arc, burst_ammo); }
255 { rootammo = WEP_CVAR(arc, beam_ammo); }
259 coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
260 SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
263 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
264 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
266 makevectors(own.v_angle);
270 weaponentity, // TODO
275 WEP_CVAR(arc, beam_damage) * coefficient,
276 WEP_CVAR(arc, beam_range),
280 // After teleport, "lock" the beam until the teleport is confirmed.
281 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
282 w_shotdir = this.beam_dir;
285 // network information: shot origin and want/aim direction
286 if(this.beam_start != w_shotorg)
288 this.SendFlags |= ARC_SF_START;
289 this.beam_start = w_shotorg;
291 if(this.beam_wantdir != w_shotdir)
293 this.SendFlags |= ARC_SF_WANTDIR;
294 this.beam_wantdir = w_shotdir;
297 if(!this.beam_initialized)
299 this.beam_dir = w_shotdir;
300 this.beam_initialized = true;
303 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
304 // idea: blend together this.beam_dir with the inverted direction the player is moving in
305 // might have to make some special accomodation so that it only uses view_right and view_up
307 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
310 if(this.beam_dir != w_shotdir)
312 // calculate how much we're going to move the end of the beam to the want position
313 // WEAPONTODO (server and client):
314 // blendfactor never actually becomes 0 in this situation, which is a problem
315 // regarding precision... this means that this.beam_dir and w_shotdir approach
316 // eachother, however they never actually become the same value with this method.
317 // Perhaps we should do some form of rounding/snapping?
318 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
319 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
321 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
322 float blendfactor = bound(
324 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
325 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
327 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
331 // the radius is not too far yet, no worries :D
332 float blendfactor = bound(
334 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
337 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
340 // network information: beam direction
341 this.SendFlags |= ARC_SF_BEAMDIR;
343 // calculate how many segments are needed
344 float max_allowed_segments;
346 if(WEP_CVAR(arc, beam_distancepersegment))
348 max_allowed_segments = min(
350 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
353 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
355 if(WEP_CVAR(arc, beam_degreespersegment))
362 WEP_CVAR(arc, beam_maxangle)
365 WEP_CVAR(arc, beam_degreespersegment)
370 else { segments = 1; }
372 else { segments = 1; }
374 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
375 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
378 float new_beam_type = 0;
379 vector last_origin = w_shotorg;
380 for(i = 1; i <= segments; ++i)
382 // WEAPONTODO (client):
383 // In order to do nice fading and pointing on the starting segment, we must always
384 // have that drawn as a separate triangle... However, that is difficult to do when
385 // keeping in mind the above problems and also optimizing the amount of segments
386 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
388 vector new_origin = bezier_quadratic_getpoint(
393 vector new_dir = normalize(new_origin - last_origin);
395 WarpZone_traceline_antilag(
404 // Do all the transforms for warpzones right now, as we already
405 // "are" in the post-trace system (if we hit a player, that's
406 // always BEHIND the last passed wz).
407 last_origin = trace_endpos;
408 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
409 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
410 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
411 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
416 trace_ent.classname == "body"
418 IS_MONSTER(trace_ent)
421 // TODO: takedamage flag for things that can be healed?
422 if(trace_ent && (trace_ent.takedamage || trace_ent.classname == "onslaught_generator" || trace_ent.classname == "onslaught_controlpoint_icon") && (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 // TODO: api or event for things that can be healed
437 if(IS_VEHICLE(trace_ent) && SAME_TEAM(own, trace_ent))
439 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
440 // not handling shield, since it's not exactly a defensive stat
442 if(trace_ent.vehicle_health <= trace_ent.max_health && roothealth)
444 trace_ent.vehicle_health = min(
445 trace_ent.vehicle_health + (roothealth * coefficient),
449 trace_ent.owner.vehicle_health = (trace_ent.vehicle_health / trace_ent.max_health) * 100;
450 new_beam_type = ARC_BT_HEAL;
453 else if(trace_ent.classname == "onslaught_generator" && SAME_TEAM(own, trace_ent))
455 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
458 if(trace_ent.health <= trace_ent.max_health)
460 trace_ent.health = min(
461 trace_ent.health + (roothealth * coefficient),
464 WaypointSprite_UpdateHealth(trace_ent.sprite, trace_ent.health);
465 trace_ent.frame = 10 * bound(0, (1 - trace_ent.health / trace_ent.max_health), 1);
466 trace_ent.lasthealth = trace_ent.health;
467 trace_ent.SendFlags |= GSF_STATUS;
469 new_beam_type = ARC_BT_HEAL;
472 else if(trace_ent.classname == "onslaught_controlpoint_icon" && SAME_TEAM(own, trace_ent))
474 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
477 if(trace_ent.health <= trace_ent.max_health)
479 trace_ent.health = min(
480 trace_ent.health + (roothealth * coefficient),
483 if(trace_ent.owner.iscaptured)
484 WaypointSprite_UpdateHealth(trace_ent.owner.sprite, trace_ent.health);
486 WaypointSprite_UpdateBuildFinished(trace_ent.owner.sprite, time + (trace_ent.max_health - trace_ent.health) / (trace_ent.count / ONS_CP_THINKRATE));
488 new_beam_type = ARC_BT_HEAL;
491 else if(trace_ent.classname == "func_assault_destructible" && SAME_TEAM(own, trace_ent))
493 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
497 if(trace_ent.health <= trace_ent.max_health)
499 trace_ent.health = min(
500 trace_ent.health + (roothealth * coefficient),
505 WaypointSprite_UpdateHealth(trace_ent.sprite, trace_ent.health);
507 func_breakable_colormod(trace_ent);
509 new_beam_type = ARC_BT_HEAL;
512 else if(is_player && SAME_TEAM(own, trace_ent))
514 float roothealth, rootarmor;
518 roothealth = WEP_CVAR(arc, burst_healing_hps);
519 rootarmor = WEP_CVAR(arc, burst_healing_aps);
523 roothealth = WEP_CVAR(arc, beam_healing_hps);
524 rootarmor = WEP_CVAR(arc, beam_healing_aps);
526 maxhp = ((IS_MONSTER(trace_ent)) ? trace_ent.max_health : WEP_CVAR(arc, beam_healing_hmax));
528 if(trace_ent.health <= maxhp && roothealth)
530 trace_ent.health = min(
531 trace_ent.health + (roothealth * coefficient),
535 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor && !IS_MONSTER(trace_ent))
537 trace_ent.armorvalue = min(
538 trace_ent.armorvalue + (rootarmor * coefficient),
539 WEP_CVAR(arc, beam_healing_amax)
543 // stop rot, set visual effect
544 if(roothealth || rootarmor)
546 trace_ent.pauserothealth_finished = max(
547 trace_ent.pauserothealth_finished,
548 time + autocvar_g_balance_pause_health_rot
550 trace_ent.pauserotarmor_finished = max(
551 trace_ent.pauserotarmor_finished,
552 time + autocvar_g_balance_pause_armor_rot
554 new_beam_type = ARC_BT_HEAL;
563 { rootdamage = WEP_CVAR(arc, burst_damage); }
565 { rootdamage = WEP_CVAR(arc, beam_damage); }
568 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
570 if(accuracy_isgooddamage(own, trace_ent))
576 rootdamage * coefficient * falloff
584 rootdamage * coefficient * falloff,
588 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
591 new_beam_type = ARC_BT_HIT;
595 else if(trace_fraction != 1)
597 // we collided with geometry
598 new_beam_type = ARC_BT_WALL;
603 // te_explosion(trace_endpos);
605 // if we're bursting, use burst visual effects
606 new_beam_type |= burst;
608 // network information: beam type
609 if(new_beam_type != this.beam_type)
611 this.SendFlags |= ARC_SF_BEAMTYPE;
612 this.beam_type = new_beam_type;
615 own.(weaponentity).beam_prev = time;
616 this.nextthink = time;
619 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
622 // only play fire sound if 1 sec has passed since player let go the fire button
623 if(time - actor.(weaponentity).beam_prev > 1)
624 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
626 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
627 beam.weaponentity_fld = weaponentity;
628 beam.solid = SOLID_NOT;
629 setthink(beam, W_Arc_Beam_Think);
631 set_movetype(beam, MOVETYPE_NONE);
632 beam.bot_dodge = true;
633 IL_PUSH(g_bot_dodge, beam);
634 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
635 beam.beam_bursting = burst;
636 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
638 getthink(beam)(beam);
640 void Arc_Smoke(entity actor, .entity weaponentity)
642 makevectors(actor.v_angle);
643 W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
645 vector smoke_origin = w_shotorg + actor.velocity*frametime;
646 if ( actor.arc_overheat > time )
648 if ( random() < actor.(weaponentity).arc_heat_percent )
649 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
650 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
652 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
653 if ( !actor.arc_smoke_sound )
655 actor.arc_smoke_sound = 1;
656 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
660 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
661 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
663 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
664 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
665 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
668 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
669 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
671 actor.arc_smoke_sound = 0;
672 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
676 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
678 if(WEP_CVAR(arc, beam_botaimspeed))
680 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
683 WEP_CVAR(arc, beam_botaimspeed),
685 WEP_CVAR(arc, beam_botaimlifetime),
691 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
701 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
703 Arc_Player_SetHeat(actor, weaponentity);
704 Arc_Smoke(actor, weaponentity);
706 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
708 if (time >= actor.arc_overheat)
709 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
712 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
715 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
716 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
719 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
722 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
724 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
726 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
728 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
730 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
731 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
740 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
742 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
743 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
747 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
749 int slot = weaponslot(weaponentity);
750 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
751 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
752 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
754 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
758 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
761 actor.arc_count = autocvar_g_balance_arc_secondary_count;
762 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
763 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
767 METHOD(Arc, wr_init, void(entity thiswep))
769 if(!arc_shotorigin[0])
771 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
772 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
773 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
774 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
777 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
779 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
781 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
783 if(WEP_CVAR(arc, bolt))
785 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
786 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
790 return WEP_CVAR(arc, overheat_max) > 0 &&
791 ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
793 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
795 if(w_deathtype & HITTYPE_SECONDARY)
796 return WEAPON_ARC_MURDER_SPRAY;
798 return WEAPON_ARC_MURDER;
800 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
802 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
803 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
804 actor.arc_overheat = 0;
805 actor.arc_cooldown = 0;
806 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
808 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
810 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
811 weapon_dropevent_item.arc_overheat > time )
813 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
814 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
817 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
819 actor.arc_overheat = 0;
820 actor.arc_cooldown = 0;
821 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
823 .entity weaponentity = weaponentities[slot];
824 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
827 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
829 actor.arc_overheat = 0;
830 actor.arc_cooldown = 0;
831 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
835 bool autocvar_cl_arcbeam_teamcolor = true;
836 bool autocvar_cl_arcbeam_simple = true;
840 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
842 if(w_deathtype & HITTYPE_SECONDARY)
845 org2 = w_org + w_backoff * 6;
846 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
847 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
851 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
853 entity beam = Draw_ArcBeam_callback_entity;
854 vector transformed_view_org;
855 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
857 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
858 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
859 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
865 if(trace_fraction != 1)
867 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
868 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
869 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
879 // decide upon thickness
880 float thickness = beam.beam_thickness;
882 // draw primary beam render
883 vector top = hitorigin + (thickdir * thickness);
884 vector bottom = hitorigin - (thickdir * thickness);
886 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
887 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
889 if(autocvar_cl_arcbeam_simple)
890 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
893 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
896 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
902 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
908 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
914 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
921 // draw trailing particles
923 // - Don't use spammy particle counts here, use a FEW small particles around the beam
924 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
925 if(beam.beam_traileffect)
927 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
930 // set up for the next
931 Draw_ArcBeam_callback_last_thickness = thickness;
932 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
933 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
939 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
940 e.beam_initialized = false;
942 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
943 e.beam_initialized = false;
947 void Draw_ArcBeam(entity this)
949 float dt = time - this.move_time;
950 this.move_time = time;
951 if(dt <= 0) { return; }
953 if(!this.beam_usevieworigin)
955 InterpolateOrigin_Do(this);
958 // origin = beam starting origin
959 // v_angle = wanted/aim direction
960 // angles = current direction of beam
963 vector wantdir; //= view_forward;
964 vector beamdir; //= this.beam_dir;
967 if(this.beam_usevieworigin)
970 // Currently we have to replicate nearly the same method of figuring
971 // out the shotdir that the server does... Ideally in the future we
972 // should be able to acquire this from a generalized function built
973 // into a weapon system for client code.
975 // find where we are aiming
976 makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
977 vector forward = v_forward;
978 vector right = v_right;
980 entity wepent = viewmodels[this.beam_slot];
982 if(autocvar_chase_active)
983 this.beam_usevieworigin = 1;
985 this.beam_usevieworigin = 2;
987 // decide upon start position
988 if(this.beam_usevieworigin == 2)
989 { start_pos = warpzone_save_view_origin; }
991 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
993 { start_pos = this.origin; }
995 int v_shot_idx; // used later
996 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
997 if(v_shot_idx && this.beam_usevieworigin == 2)
998 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
1000 // trace forward with an estimation
1003 start_pos + forward * this.beam_range,
1008 // untransform in case our trace went through a warpzone
1009 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1011 // un-adjust trueaim if shotend is too close
1012 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1013 end_pos = start_pos + (forward * g_trueaim_minrange);
1015 // move shot origin to the actual gun muzzle origin
1016 vector origin_offset = '0 0 0';
1017 if(!v_shot_idx || this.beam_usevieworigin != 2)
1019 this.beam_shotorigin = wepent.movedir;
1021 right * -this.beam_shotorigin.y
1022 + up * this.beam_shotorigin.z;
1025 this.beam_shotorigin = '0 0 0';
1027 start_pos = start_pos + origin_offset;
1029 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1030 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1031 start_pos = trace_endpos;
1033 // calculate the aim direction now
1034 wantdir = normalize(end_pos - start_pos);
1036 if(!this.beam_initialized)
1038 this.beam_dir = wantdir;
1039 this.beam_initialized = true;
1042 if(this.beam_dir != wantdir)
1044 // calculate how much we're going to move the end of the beam to the want position
1045 // WEAPONTODO (server and client):
1046 // blendfactor never actually becomes 0 in this situation, which is a problem
1047 // regarding precision... this means that this.beam_dir and w_shotdir approach
1048 // eachother, however they never actually become the same value with this method.
1049 // Perhaps we should do some form of rounding/snapping?
1050 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1051 if(angle && (angle > this.beam_maxangle))
1053 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1054 float blendfactor = bound(
1056 (1 - (this.beam_returnspeed * frametime)),
1057 min(this.beam_maxangle / angle, 1)
1059 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1063 // the radius is not too far yet, no worries :D
1064 float blendfactor = bound(
1066 (1 - (this.beam_returnspeed * frametime)),
1069 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1072 // calculate how many segments are needed
1073 float max_allowed_segments;
1075 if(this.beam_distancepersegment)
1077 max_allowed_segments = min(
1079 1 + (vlen(wantdir / this.beam_distancepersegment))
1082 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1084 if(this.beam_degreespersegment)
1094 this.beam_degreespersegment
1096 max_allowed_segments
1099 else { segments = 1; }
1101 else { segments = 1; }
1103 // set the beam direction which the rest of the code will refer to
1104 beamdir = this.beam_dir;
1106 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1107 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1111 // set the values from the provided info from the networked entity
1112 start_pos = this.origin;
1113 wantdir = this.v_angle;
1114 beamdir = this.angles;
1116 if(beamdir != wantdir)
1118 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1120 // calculate how many segments are needed
1121 float max_allowed_segments;
1123 if(this.beam_distancepersegment)
1125 max_allowed_segments = min(
1127 1 + (vlen(wantdir / this.beam_distancepersegment))
1130 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1132 if(this.beam_degreespersegment)
1142 this.beam_degreespersegment
1144 max_allowed_segments
1147 else { segments = 1; }
1149 else { segments = 1; }
1152 setorigin(this, start_pos);
1153 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1155 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1156 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1158 Draw_ArcBeam_callback_entity = this;
1159 Draw_ArcBeam_callback_last_thickness = 0;
1160 Draw_ArcBeam_callback_last_top = start_pos;
1161 Draw_ArcBeam_callback_last_bottom = start_pos;
1163 vector last_origin = start_pos;
1164 vector original_start_pos = start_pos;
1167 for(i = 1; i <= segments; ++i)
1169 // WEAPONTODO (client):
1170 // In order to do nice fading and pointing on the starting segment, we must always
1171 // have that drawn as a separate triangle... However, that is difficult to do when
1172 // keeping in mind the above problems and also optimizing the amount of segments
1173 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1175 vector new_origin = bezier_quadratic_getpoint(
1181 WarpZone_TraceBox_ThroughZone(
1189 Draw_ArcBeam_callback
1192 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1193 // system (if we hit a player, that's always BEHIND the last passed wz).
1194 last_origin = trace_endpos;
1195 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1196 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1197 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1198 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1199 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1200 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1202 if(trace_fraction < 1) { break; }
1205 // visual effects for startpoint and endpoint
1206 if(this.beam_hiteffect)
1208 // FIXME we really should do this on the server so it actually
1209 // matches gameplay. What this client side stuff is doing is no
1210 // more than guesswork.
1211 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1213 this.beam_hiteffect,
1219 if(this.beam_hitlight[0])
1223 this.beam_hitlight[0],
1225 this.beam_hitlight[1],
1226 this.beam_hitlight[2],
1227 this.beam_hitlight[3]
1231 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1234 this.beam_muzzleeffect,
1235 original_start_pos + wantdir * 20,
1240 if(this.beam_muzzlelight[0])
1243 original_start_pos + wantdir * 20,
1244 this.beam_muzzlelight[0],
1246 this.beam_muzzlelight[1],
1247 this.beam_muzzlelight[2],
1248 this.beam_muzzlelight[3]
1254 Draw_ArcBeam_callback_entity = NULL;
1255 Draw_ArcBeam_callback_last_thickness = 0;
1256 Draw_ArcBeam_callback_last_top = '0 0 0';
1257 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1260 void Remove_ArcBeam(entity this)
1262 delete(this.beam_muzzleentity);
1263 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1266 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1268 int sf = ReadByte();
1269 int slot = ReadByte();
1272 this.beam_slot = slot;
1276 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1278 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1280 // set other main attributes of the beam
1281 this.draw = Draw_ArcBeam;
1282 IL_PUSH(g_drawables, this);
1283 this.entremove = Remove_ArcBeam;
1284 this.move_time = time;
1285 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1289 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1290 flash.drawmask = MASK_NORMAL;
1291 flash.solid = SOLID_NOT;
1292 flash.avelocity_z = 5000;
1293 setattachment(flash, this, "");
1294 setorigin(flash, '0 0 0');
1296 this.beam_muzzleentity = flash;
1300 flash = this.beam_muzzleentity;
1303 if(sf & ARC_SF_SETTINGS) // settings information
1305 this.beam_degreespersegment = ReadShort();
1306 this.beam_distancepersegment = ReadShort();
1307 this.beam_maxangle = ReadShort();
1308 this.beam_range = ReadCoord();
1309 this.beam_returnspeed = ReadShort();
1310 this.beam_tightness = (ReadByte() / 10);
1314 if(autocvar_chase_active)
1315 { this.beam_usevieworigin = 1; }
1316 else // use view origin
1317 { this.beam_usevieworigin = 2; }
1321 this.beam_usevieworigin = 0;
1324 this.sv_entnum = ReadByte();
1327 if(!this.beam_usevieworigin)
1329 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1330 this.iflags = IFLAG_ORIGIN;
1332 InterpolateOrigin_Undo(this);
1335 if(sf & ARC_SF_START) // starting location
1337 this.origin = ReadVector();
1339 else if(this.beam_usevieworigin) // infer the location from player location
1341 if(this.beam_usevieworigin == 2)
1344 this.origin = view_origin;
1348 // use player origin so that third person display still works
1349 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1353 setorigin(this, this.origin);
1355 if(sf & ARC_SF_WANTDIR) // want/aim direction
1357 this.v_angle = ReadVector();
1360 if(sf & ARC_SF_BEAMDIR) // beam direction
1362 this.angles_x = ReadAngle();
1363 this.angles_y = ReadAngle();
1364 this.angles_z = ReadAngle();
1367 if(sf & ARC_SF_BEAMTYPE) // beam type
1369 this.beam_type = ReadByte();
1371 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1372 switch(this.beam_type)
1376 this.beam_color = beamcolor;
1377 this.beam_alpha = 0.5;
1378 this.beam_thickness = 8;
1379 this.beam_traileffect = (EFFECT_ARC_BEAM);
1380 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1381 this.beam_hitlight[0] = 0;
1382 this.beam_hitlight[1] = 1;
1383 this.beam_hitlight[2] = 1;
1384 this.beam_hitlight[3] = 1;
1385 this.beam_muzzleeffect = EFFECT_Null;
1386 this.beam_muzzlelight[0] = 0;
1387 this.beam_muzzlelight[1] = 1;
1388 this.beam_muzzlelight[2] = 1;
1389 this.beam_muzzlelight[3] = 1;
1390 this.beam_image = "particles/lgbeam";
1391 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1393 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1394 flash.alpha = this.beam_alpha;
1395 flash.colormod = this.beam_color;
1400 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1402 this.beam_color = beamcolor;
1403 this.beam_alpha = 0.5;
1404 this.beam_thickness = 8;
1405 this.beam_traileffect = (EFFECT_ARC_BEAM);
1406 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1407 this.beam_hitlight[0] = 0;
1408 this.beam_hitlight[1] = 1;
1409 this.beam_hitlight[2] = 1;
1410 this.beam_hitlight[3] = 1;
1411 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1412 this.beam_muzzlelight[0] = 0;
1413 this.beam_muzzlelight[1] = 1;
1414 this.beam_muzzlelight[2] = 1;
1415 this.beam_muzzlelight[3] = 1;
1416 this.beam_image = "particles/lgbeam";
1417 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1419 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1420 flash.alpha = this.beam_alpha;
1421 flash.colormod = this.beam_color;
1428 this.beam_color = beamcolor;
1429 this.beam_alpha = 0.5;
1430 this.beam_thickness = 8;
1431 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1432 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1433 this.beam_hitlight[0] = 0;
1434 this.beam_hitlight[1] = 1;
1435 this.beam_hitlight[2] = 1;
1436 this.beam_hitlight[3] = 1;
1437 this.beam_muzzleeffect = EFFECT_Null;
1438 this.beam_muzzlelight[0] = 0;
1439 this.beam_muzzlelight[1] = 1;
1440 this.beam_muzzlelight[2] = 1;
1441 this.beam_muzzlelight[3] = 1;
1442 this.beam_image = "particles/lgbeam";
1443 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1445 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1446 flash.alpha = this.beam_alpha;
1447 flash.colormod = this.beam_color;
1454 this.beam_color = beamcolor;
1455 this.beam_alpha = 0.5;
1456 this.beam_thickness = 8;
1457 this.beam_traileffect = (EFFECT_ARC_BEAM);
1458 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1459 this.beam_hitlight[0] = 20;
1460 this.beam_hitlight[1] = 1;
1461 this.beam_hitlight[2] = 0;
1462 this.beam_hitlight[3] = 0;
1463 this.beam_muzzleeffect = EFFECT_Null;
1464 this.beam_muzzlelight[0] = 50;
1465 this.beam_muzzlelight[1] = 1;
1466 this.beam_muzzlelight[2] = 0;
1467 this.beam_muzzlelight[3] = 0;
1468 this.beam_image = "particles/lgbeam";
1469 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1471 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1472 flash.alpha = this.beam_alpha;
1473 flash.colormod = this.beam_color;
1478 case ARC_BT_BURST_MISS:
1480 this.beam_color = beamcolor;
1481 this.beam_alpha = 0.5;
1482 this.beam_thickness = 14;
1483 this.beam_traileffect = (EFFECT_ARC_BEAM);
1484 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
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 = EFFECT_Null;
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 && autocvar_r_drawviewmodel)
1497 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1498 flash.alpha = this.beam_alpha;
1499 flash.colormod = this.beam_color;
1504 case ARC_BT_BURST_WALL:
1506 this.beam_color = beamcolor;
1507 this.beam_alpha = 0.5;
1508 this.beam_thickness = 14;
1509 this.beam_traileffect = (EFFECT_ARC_BEAM);
1510 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1511 this.beam_hitlight[0] = 0;
1512 this.beam_hitlight[1] = 1;
1513 this.beam_hitlight[2] = 1;
1514 this.beam_hitlight[3] = 1;
1515 this.beam_muzzleeffect = EFFECT_Null;
1516 this.beam_muzzlelight[0] = 0;
1517 this.beam_muzzlelight[1] = 1;
1518 this.beam_muzzlelight[2] = 1;
1519 this.beam_muzzlelight[3] = 1;
1520 this.beam_image = "particles/lgbeam";
1521 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1523 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1524 flash.alpha = this.beam_alpha;
1525 flash.colormod = this.beam_color;
1530 case ARC_BT_BURST_HEAL:
1532 this.beam_color = beamcolor;
1533 this.beam_alpha = 0.5;
1534 this.beam_thickness = 14;
1535 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1536 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1537 this.beam_hitlight[0] = 0;
1538 this.beam_hitlight[1] = 1;
1539 this.beam_hitlight[2] = 1;
1540 this.beam_hitlight[3] = 1;
1541 this.beam_muzzleeffect = EFFECT_Null;
1542 this.beam_muzzlelight[0] = 0;
1543 this.beam_muzzlelight[1] = 1;
1544 this.beam_muzzlelight[2] = 1;
1545 this.beam_muzzlelight[3] = 1;
1546 this.beam_image = "particles/lgbeam";
1547 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1549 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1550 flash.alpha = this.beam_alpha;
1551 flash.colormod = this.beam_color;
1556 case ARC_BT_BURST_HIT:
1558 this.beam_color = beamcolor;
1559 this.beam_alpha = 0.5;
1560 this.beam_thickness = 14;
1561 this.beam_traileffect = (EFFECT_ARC_BEAM);
1562 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1563 this.beam_hitlight[0] = 0;
1564 this.beam_hitlight[1] = 1;
1565 this.beam_hitlight[2] = 1;
1566 this.beam_hitlight[3] = 1;
1567 this.beam_muzzleeffect = EFFECT_Null;
1568 this.beam_muzzlelight[0] = 0;
1569 this.beam_muzzlelight[1] = 1;
1570 this.beam_muzzlelight[2] = 1;
1571 this.beam_muzzlelight[3] = 1;
1572 this.beam_image = "particles/lgbeam";
1573 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1575 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1576 flash.alpha = this.beam_alpha;
1577 flash.colormod = this.beam_color;
1583 // shouldn't be possible, but lets make it colorful if it does :D
1586 this.beam_color = randomvec();
1587 this.beam_alpha = 1;
1588 this.beam_thickness = 8;
1589 this.beam_traileffect = NULL;
1590 this.beam_hiteffect = NULL;
1591 this.beam_hitlight[0] = 0;
1592 this.beam_hitlight[1] = 1;
1593 this.beam_hitlight[2] = 1;
1594 this.beam_hitlight[3] = 1;
1595 this.beam_muzzleeffect = EFFECT_Null;
1596 this.beam_muzzlelight[0] = 0;
1597 this.beam_muzzlelight[1] = 1;
1598 this.beam_muzzlelight[2] = 1;
1599 this.beam_muzzlelight[3] = 1;
1600 this.beam_image = "particles/lgbeam";
1601 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1603 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1604 flash.alpha = this.beam_alpha;
1605 flash.colormod = this.beam_color;
1613 if(!this.beam_usevieworigin)
1615 InterpolateOrigin_Note(this);