]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/arc.qc
cleanup and a few comments
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2
3 #ifdef SVQC
4 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
6
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
8 {
9         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
10
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; }
17
18         WriteByte(MSG_ENTITY, sf);
19         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
20
21         if(sf & ARC_SF_SETTINGS) // settings information
22         {
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);
29
30                 WriteByte(MSG_ENTITY, drawlocal);
31                 WriteByte(MSG_ENTITY, etof(this.owner));
32         }
33         if(sf & ARC_SF_START) // starting location
34         {
35                 WriteVector(MSG_ENTITY, this.beam_start);
36         }
37         if(sf & ARC_SF_WANTDIR) // want/aim direction
38         {
39                 WriteVector(MSG_ENTITY, this.beam_wantdir);
40         }
41         if(sf & ARC_SF_BEAMDIR) // beam direction
42         {
43                 WriteAngleVector(MSG_ENTITY, this.beam_dir);
44         }
45         if(sf & ARC_SF_BEAMTYPE) // beam type
46         {
47                 WriteByte(MSG_ENTITY, this.beam_type);
48         }
49
50         return true;
51 }
52
53 void Reset_ArcBeam(entity player, vector forward)
54 {
55         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
56         {
57                 .entity weaponentity = weaponentities[slot];
58                 if(!player.(weaponentity).arc_beam)
59                         continue;
60                 player.(weaponentity).arc_beam.beam_dir = forward;
61                 player.(weaponentity).arc_beam.beam_teleporttime = time;
62         }
63 }
64
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
66 {
67         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
68         {
69                 player.arc_overheat = 0;
70                 return 0;
71         }
72
73         if ( player.(weaponentity).arc_beam )
74                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
75
76         if ( player.arc_overheat > time )
77         {
78                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79                         * player.arc_cooldown;
80         }
81
82         return 0;
83 }
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
85 {
86         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
88 }
89
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
91 {
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);
94
95         delete(this);
96 }
97
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
99 {
100         W_Arc_Bolt_Explode(this, trigger);
101 }
102
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
104 {
105         if(GetResource(this, RES_HEALTH) <= 0)
106                 return;
107
108         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109                 return; // g_projectiles_damage says to halt
110
111         TakeResource(this, RES_HEALTH, damage);
112         this.angles = vectoangles(this.velocity);
113
114         if(GetResource(this, RES_HEALTH) <= 0)
115                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
116 }
117
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
119 {
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);
123         } else {
124                 this.cnt++;
125                 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
126                 this.angles = vectoangles(this.velocity);
127                 this.owner = NULL;
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);
133         }
134 }
135
136 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
137 {
138         W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
139
140         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
141
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);
147
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);
154
155         settouch(missile, W_Arc_Bolt_Touch);
156         missile.cnt = 0;
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');
165
166         set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
167         W_SetupProjVelocity_PRE(missile, arc, bolt_);
168
169         missile.angles = vectoangles(missile.velocity);
170         missile.flags = FL_PROJECTILE;
171         IL_PUSH(g_projectiles, missile);
172         missile.missile_flags = MIF_SPLASH;
173
174         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
175
176         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
177
178         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
179         if(actor.(weaponentity).misc_bulletcounter == 0)
180         {
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);
183         }
184         else
185         {
186                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
187         }
188 }
189
190 void W_Arc_Beam_Think(entity this)
191 {
192         .entity weaponentity = this.weaponentity_fld;
193         entity own = this.owner;
194         if(this != own.(weaponentity).arc_beam)
195         {
196                 delete(this);
197                 return;
198         }
199
200         float burst = 0;
201         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
202         {
203                 if(!this.beam_bursting)
204                         this.beam_bursting = true;
205                 burst = ARC_BT_BURSTMASK;
206         }
207
208         Weapon thiswep = WEP_ARC;
209
210         // TODO: use standard weapon use checks here!
211         if(!IS_PLAYER(own) || IS_DEAD(own) || STAT(FROZEN, own) || game_stopped || own.vehicle
212                 || !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
213                 || own.(weaponentity).m_switchweapon != WEP_ARC
214                 || (!PHYS_INPUT_BUTTON_ATCK(own) && !burst)
215                 || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
216         {
217                 if ( WEP_CVAR(arc, cooldown) > 0 )
218                 {
219                         float cooldown_speed = 0;
220                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
221                         {
222                                 cooldown_speed = WEP_CVAR(arc, cooldown);
223                         }
224                         else if ( !burst )
225                         {
226                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
227                         }
228
229                         bool overheat = (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max));
230                         if (overheat)
231                         {
232                                 Send_Effect(EFFECT_ARC_OVERHEAT, this.beam_start, this.beam_wantdir, 1);
233                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
234                         }
235
236                         if ( cooldown_speed )
237                         {
238                                 if (WEP_CVAR(arc, cooldown_release) || overheat)
239                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
240                                 own.arc_cooldown = cooldown_speed;
241                         }
242
243                 }
244
245                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
246                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
247                 {
248                         // note: this doesn't force the switch
249                         W_SwitchToOtherWeapon(own, weaponentity);
250                 }
251                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
252                 delete(this);
253                 return;
254         }
255
256         // decrease ammo
257         float coefficient = frametime;
258         if(!(own.items & IT_UNLIMITED_AMMO))
259         {
260                 float rootammo;
261                 if(burst)
262                         { rootammo = WEP_CVAR(arc, burst_ammo); }
263                 else
264                         { rootammo = WEP_CVAR(arc, beam_ammo); }
265
266                 if(rootammo)
267                 {
268                         coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
269                         SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
270                 }
271         }
272         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
273         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
274
275         makevectors(own.v_angle);
276
277         W_SetupShot_Range(
278                 own,
279                 weaponentity,
280                 true,
281                 0,
282                 SND_Null,
283                 0,
284                 WEP_CVAR(arc, beam_damage) * coefficient,
285                 WEP_CVAR(arc, beam_range),
286                 thiswep.m_id
287         );
288
289         // After teleport, "lock" the beam until the teleport is confirmed.
290         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
291                 w_shotdir = this.beam_dir;
292         }
293
294         // network information: shot origin and want/aim direction
295         if(this.beam_start != w_shotorg)
296         {
297                 this.SendFlags |= ARC_SF_START;
298                 this.beam_start = w_shotorg;
299         }
300         if(this.beam_wantdir != w_shotdir)
301         {
302                 this.SendFlags |= ARC_SF_WANTDIR;
303                 this.beam_wantdir = w_shotdir;
304         }
305
306         if(!this.beam_initialized)
307         {
308                 this.beam_dir = w_shotdir;
309                 this.beam_initialized = true;
310         }
311
312         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
313         // idea: blend together this.beam_dir with the inverted direction the player is moving in
314         // might have to make some special accomodation so that it only uses view_right and view_up
315
316         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
317
318         float segments;
319         if(this.beam_dir != w_shotdir)
320         {
321                 // calculate how much we're going to move the end of the beam to the want position
322                 // WEAPONTODO (server and client):
323                 // blendfactor never actually becomes 0 in this situation, which is a problem
324                 // regarding precision... this means that this.beam_dir and w_shotdir approach
325                 // eachother, however they never actually become the same value with this method.
326                 // Perhaps we should do some form of rounding/snapping?
327                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
328                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
329                 {
330                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
331                         float blendfactor = bound(
332                                 0,
333                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
334                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
335                         );
336                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
337                                 this.beam_dir = w_shotdir;
338                         else
339                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
340                 }
341                 else
342                 {
343                         // the radius is not too far yet, no worries :D
344                         float blendfactor = bound(
345                                 0,
346                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
347                                 1
348                         );
349                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
350                                 this.beam_dir = w_shotdir;
351                         else
352                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
353                 }
354
355                 // network information: beam direction
356                 this.SendFlags |= ARC_SF_BEAMDIR;
357
358                 // calculate how many segments are needed
359                 float max_allowed_segments;
360
361                 if(WEP_CVAR(arc, beam_distancepersegment))
362                 {
363                         max_allowed_segments = min(
364                                 ARC_MAX_SEGMENTS,
365                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
366                         );
367                 }
368                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
369
370                 if(WEP_CVAR(arc, beam_degreespersegment))
371                 {
372                         segments = bound(
373                                 1,
374                                 (
375                                         min(
376                                                 angle,
377                                                 WEP_CVAR(arc, beam_maxangle)
378                                         )
379                                         /
380                                         WEP_CVAR(arc, beam_degreespersegment)
381                                 ),
382                                 max_allowed_segments
383                         );
384                 }
385                 else { segments = 1; }
386         }
387         else { segments = 1; }
388
389         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
390         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
391
392         float i;
393         float new_beam_type = 0;
394         vector last_origin = w_shotorg;
395         for(i = 1; i <= segments; ++i)
396         {
397                 // WEAPONTODO (client):
398                 // In order to do nice fading and pointing on the starting segment, we must always
399                 // have that drawn as a separate triangle... However, that is difficult to do when
400                 // keeping in mind the above problems and also optimizing the amount of segments
401                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
402
403                 vector new_origin = bezier_quadratic_getpoint(
404                         w_shotorg,
405                         beam_controlpoint,
406                         beam_endpos,
407                         i / segments);
408                 vector new_dir = normalize(new_origin - last_origin);
409
410                 WarpZone_traceline_antilag(
411                         own,
412                         last_origin,
413                         new_origin,
414                         MOVE_NORMAL,
415                         own,
416                         ANTILAG_LATENCY(own)
417                 );
418
419                 // Do all the transforms for warpzones right now, as we already
420                 // "are" in the post-trace system (if we hit a player, that's
421                 // always BEHIND the last passed wz).
422                 last_origin = trace_endpos;
423                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
424                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
425                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
426                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
427
428                 if(trace_ent)
429                 {
430                         bool is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
431                         if(SAME_TEAM(own, trace_ent))
432                         {
433                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
434                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
435                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
436                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
437                                 if(IS_PLAYER(trace_ent) && rootarmor)
438                                 {
439                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
440                                         {
441                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
442                                                 trace_ent.pauserotarmor_finished = max(
443                                                         trace_ent.pauserotarmor_finished,
444                                                         time + autocvar_g_balance_pause_armor_rot
445                                                 );
446                                         }
447                                 }
448                                 if(roothealth || rootarmor)
449                                         new_beam_type = ARC_BT_HEAL;
450                         }
451                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
452                         {
453                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
454                                 // NO. trace_endpos should be just fine. If not,
455                                 // that's an engine bug that needs proper debugging.
456                                 vector hitorigin = trace_endpos;
457
458                                 float falloff = ExponentialFalloff(
459                                         WEP_CVAR(arc, beam_falloff_mindist),
460                                         WEP_CVAR(arc, beam_falloff_maxdist),
461                                         WEP_CVAR(arc, beam_falloff_halflifedist),
462                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
463                                 );
464
465                                 float rootdamage;
466                                 if(is_player)
467                                 {
468                                         if(burst)
469                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
470                                         else
471                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
472                                 }
473                                 else
474                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
475
476                                 if(accuracy_isgooddamage(own, trace_ent))
477                                 {
478                                         accuracy_add(
479                                                 own,
480                                                 WEP_ARC,
481                                                 0,
482                                                 rootdamage * coefficient * falloff
483                                         );
484                                 }
485
486                                 Damage(
487                                         trace_ent,
488                                         own,
489                                         own,
490                                         rootdamage * coefficient * falloff,
491                                         WEP_ARC.m_id,
492                                         weaponentity,
493                                         hitorigin,
494                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
495                                 );
496
497                                 new_beam_type = ARC_BT_HIT;
498                         }
499                         break;
500                 }
501                 else if(trace_fraction != 1)
502                 {
503                         // we collided with geometry
504                         new_beam_type = ARC_BT_WALL;
505                         break;
506                 }
507         }
508
509         // te_explosion(trace_endpos);
510
511         // if we're bursting, use burst visual effects
512         new_beam_type |= burst;
513
514         // network information: beam type
515         if(new_beam_type != this.beam_type)
516         {
517                 this.SendFlags |= ARC_SF_BEAMTYPE;
518                 this.beam_type = new_beam_type;
519         }
520
521         own.(weaponentity).beam_prev = time;
522         this.nextthink = time;
523 }
524
525 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
526 {
527
528         // only play fire sound if 1 sec has passed since player let go the fire button
529         if(time - actor.(weaponentity).beam_prev > 1)
530                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
531
532         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
533         beam.weaponentity_fld = weaponentity;
534         beam.solid = SOLID_NOT;
535         setthink(beam, W_Arc_Beam_Think);
536         beam.owner = actor;
537         set_movetype(beam, MOVETYPE_NONE);
538         beam.bot_dodge = true;
539         IL_PUSH(g_bot_dodge, beam);
540         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
541         beam.beam_bursting = burst;
542         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
543
544         getthink(beam)(beam);
545 }
546 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
547 {
548         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
549         {
550                 w_ready(thiswep, actor, weaponentity, fire);
551                 return;
552         }
553
554         // attack handled by the beam itself, this is just a loop to keep the attack happening!
555
556         // NOTE: arc doesn't use a refire
557         //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
558         actor.(weaponentity).wframe = WFRAME_FIRE1;
559         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
560 }
561 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
562 {
563         // calculate a rough shot origin to show the effect from TODO: move this to the client side!
564         makevectors(actor.v_angle);
565         w_shotdir = v_forward;
566         vector md = actor.(weaponentity).movedir;
567         vector dv = v_forward * md.x + v_right * -md.y + v_up * md.z;
568         w_shotorg = actor.origin + actor.view_ofs + dv;
569         //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
570
571         vector smoke_origin = w_shotorg + actor.velocity*frametime;
572         if ( actor.arc_overheat > time )
573         {
574                 if ( random() < actor.(weaponentity).arc_heat_percent )
575                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
576                 if ( (fire & 1) || (fire & 2) )
577                 {
578                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
579                         if ( !actor.arc_smoke_sound )
580                         {
581                                 actor.arc_smoke_sound = 1;
582                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
583                         }
584                 }
585         }
586         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
587                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
588         {
589                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
590                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
591                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
592         }
593
594         bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
595         bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
596         if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
597         {
598                 actor.arc_smoke_sound = 0;
599                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
600         }
601 }
602
603 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
604 {
605     if(WEP_CVAR(arc, beam_botaimspeed))
606     {
607         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
608                 actor,
609                 weaponentity,
610             WEP_CVAR(arc, beam_botaimspeed),
611             0,
612             WEP_CVAR(arc, beam_botaimlifetime),
613             false, true
614         );
615     }
616     else
617     {
618         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
619                 actor,
620                 weaponentity,
621             1000000,
622             0,
623             0.001,
624             false, true
625         );
626     }
627 }
628 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
629 {
630     Arc_Player_SetHeat(actor, weaponentity);
631     Arc_Smoke(thiswep, actor, weaponentity, fire);
632
633     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
634
635     if (time >= actor.arc_overheat)
636     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
637     {
638         #if 0
639         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
640         {
641             #if 0
642             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
643                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
644             else
645             #endif
646                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
647         }
648         #endif
649
650         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
651         {
652             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
653             {
654                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
655
656                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
657                 {
658                         actor.(weaponentity).wframe = WFRAME_FIRE1;
659                     weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
660                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
661                 }
662             }
663         }
664
665         return;
666     }
667     else if(fire & 2)
668     {
669         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
670         {
671             if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
672             if(!(actor.items & IT_UNLIMITED_AMMO))
673             {
674                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
675                 w_ready(thiswep, actor, weaponentity, fire);
676                 return;
677             }
678             float ammo_available = GetResource(actor, thiswep.ammo_type);
679             // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
680             // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
681             float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
682             int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
683
684             // We also don't want to use 3 rounds if there's only 2 left.
685             int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
686             W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
687
688             // Bursting counts up to 0 from a negative.
689             actor.(weaponentity).misc_bulletcounter = -to_shoot;
690             W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
691         }
692     }
693
694     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
695     {
696         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
697         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
698         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
699     }
700     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
701
702     #if 0
703     if(fire & 2)
704     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
705     {
706         W_Arc_Attack2();
707         actor.arc_count = autocvar_g_balance_arc_secondary_count;
708         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
709         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
710     }
711     #endif
712 }
713 METHOD(Arc, wr_suicidemessage, Notification(entity thiswep))
714 {
715     if(w_deathtype & HITTYPE_SECONDARY)
716         return WEAPON_ARC_SUICIDE_BOLT;
717     else
718         return WEAPON_THINKING_WITH_PORTALS;
719 }
720 METHOD(Arc, wr_init, void(entity thiswep))
721 {
722     if(!arc_shotorigin[0])
723     {
724         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
725         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
726         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
727         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
728     }
729 }
730 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
731 {
732     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
733 }
734 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
735 {
736     if(WEP_CVAR(arc, bolt))
737     {
738         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
739         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
740         return ammo_amount;
741     }
742     else
743         return WEP_CVAR(arc, overheat_max) > 0 &&
744             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
745 }
746 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
747 {
748     if(w_deathtype & HITTYPE_SECONDARY)
749         return WEAPON_ARC_MURDER_SPRAY;
750     else
751         return WEAPON_ARC_MURDER;
752 }
753 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
754 {
755     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
756     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
757     actor.arc_overheat = 0;
758     actor.arc_cooldown = 0;
759     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
760 }
761 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
762 {
763     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
764         weapon_dropevent_item.arc_overheat > time )
765     {
766         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
767         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
768     }
769 }
770 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
771 {
772     actor.arc_overheat = 0;
773     actor.arc_cooldown = 0;
774     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
775     {
776         .entity weaponentity = weaponentities[slot];
777         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
778     }
779 }
780 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
781 {
782     actor.arc_overheat = 0;
783     actor.arc_cooldown = 0;
784     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
785 }
786 #endif
787 #ifdef CSQC
788 bool autocvar_cl_arcbeam_teamcolor = true;
789 bool autocvar_cl_arcbeam_simple = true;
790
791 .int beam_slot;
792
793 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
794 {
795     if(w_deathtype & HITTYPE_SECONDARY)
796     {
797         vector org2 = w_org + w_backoff * 2;
798         pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
799         if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
800     }
801 }
802
803 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
804 {
805         entity beam = Draw_ArcBeam_callback_entity;
806         vector transformed_view_org;
807         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
808
809         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
810         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
811         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
812
813         vector hitorigin;
814
815         // draw segment
816         #if 0
817         if(trace_fraction != 1)
818         {
819                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
820                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
821                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
822         }
823         else
824         {
825                 hitorigin = hit;
826         }
827         #else
828         hitorigin = hit;
829         #endif
830
831         // decide upon thickness
832         float thickness = beam.beam_thickness;
833
834         // draw primary beam render
835         vector top    = hitorigin + (thickdir * thickness);
836         vector bottom = hitorigin - (thickdir * thickness);
837
838         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
839         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
840
841         if(autocvar_cl_arcbeam_simple)
842                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
843         else
844         {
845                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
846                 R_PolygonVertex(
847                         top,
848                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
849                         beam.beam_color,
850                         beam.beam_alpha
851                 );
852                 R_PolygonVertex(
853                         last_top,
854                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
855                         beam.beam_color,
856                         beam.beam_alpha
857                 );
858                 R_PolygonVertex(
859                         last_bottom,
860                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
861                         beam.beam_color,
862                         beam.beam_alpha
863                 );
864                 R_PolygonVertex(
865                         bottom,
866                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
867                         beam.beam_color,
868                         beam.beam_alpha
869                 );
870                 R_EndPolygon();
871         }
872
873         // draw trailing particles
874         // NOTES:
875         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
876         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
877         if(beam.beam_traileffect)
878         {
879                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
880         }
881
882         // set up for the next
883         Draw_ArcBeam_callback_last_thickness = thickness;
884         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
885         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
886 }
887
888 void Reset_ArcBeam()
889 {
890         entity e;
891         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
892                 e.beam_initialized = false;
893         }
894         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
895                 e.beam_initialized = false;
896         }
897 }
898
899 void Draw_ArcBeam(entity this)
900 {
901         float dt = time - this.move_time;
902         this.move_time = time;
903         if(dt <= 0) { return; }
904
905         if(!this.beam_usevieworigin)
906         {
907                 InterpolateOrigin_Do(this);
908         }
909
910         // origin = beam starting origin
911         // v_angle = wanted/aim direction
912         // angles = current direction of beam
913
914         vector start_pos;
915         vector wantdir; //= view_forward;
916         vector beamdir; //= this.beam_dir;
917
918         float segments;
919         if(this.beam_usevieworigin)
920         {
921                 // WEAPONTODO:
922                 // Currently we have to replicate nearly the same method of figuring
923                 // out the shotdir that the server does... Ideally in the future we
924                 // should be able to acquire this from a generalized function built
925                 // into a weapon system for client code.
926
927                 // find where we are aiming
928                 vector myviewangle = view_angles;
929                 if (autocvar_chase_active)
930                 {
931                         if (autocvar_cl_lockview)
932                                 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
933                         else
934                                 myviewangle = warpzone_save_view_angles;
935                 }
936                 vector forward, right, up;
937                 MAKE_VECTORS(myviewangle, forward, right, up);
938                 entity wepent = viewmodels[this.beam_slot];
939
940                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
941
942                 // decide upon start position
943                 if(this.beam_usevieworigin == 2)
944                         { start_pos = warpzone_save_view_origin; }
945                 else if(csqcplayer)
946                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
947                 else
948                         { start_pos = this.origin; }
949
950                 // trace forward with an estimation
951                 WarpZone_TraceLine(
952                         start_pos,
953                         start_pos + forward * this.beam_range,
954                         MOVE_NOMONSTERS,
955                         this
956                 );
957
958                 int v_shot_idx;  // used later
959                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
960                 if(v_shot_idx && this.beam_usevieworigin == 2)
961                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
962
963                 // untransform in case our trace went through a warpzone
964                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
965
966                 // un-adjust trueaim if shotend is too close
967                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
968                         end_pos = start_pos + (forward * g_trueaim_minrange);
969
970                 // move shot origin to the actual gun muzzle origin
971                 vector origin_offset = '0 0 0';
972                 if(!v_shot_idx || this.beam_usevieworigin != 2)
973                 {
974                         this.beam_shotorigin = wepent.movedir;
975                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
976                 }
977                 else
978                         this.beam_shotorigin = '0 0 0';
979
980                 start_pos = start_pos + origin_offset;
981
982                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
983                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
984                 start_pos = trace_endpos;
985
986                 // calculate the aim direction now
987                 wantdir = normalize(end_pos - start_pos);
988
989                 if(!this.beam_initialized)
990                 {
991                         this.beam_dir = wantdir;
992                         this.beam_initialized = true;
993
994                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
995                 }
996
997                 if(this.beam_dir != wantdir)
998                 {
999                         // calculate how much we're going to move the end of the beam to the want position
1000                         // WEAPONTODO (server and client):
1001                         // blendfactor never actually becomes 0 in this situation, which is a problem
1002                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1003                         // eachother, however they never actually become the same value with this method.
1004                         // Perhaps we should do some form of rounding/snapping?
1005                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1006                         if(angle && (angle > this.beam_maxangle))
1007                         {
1008                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1009                                 float blendfactor = bound(
1010                                         0,
1011                                         (1 - (this.beam_returnspeed * dt)),
1012                                         min(this.beam_maxangle / angle, 1)
1013                                 );
1014                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1015                         }
1016                         else
1017                         {
1018                                 // the radius is not too far yet, no worries :D
1019                                 float blendfactor = bound(
1020                                         0,
1021                                         (1 - (this.beam_returnspeed * dt)),
1022                                         1
1023                                 );
1024                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1025                         }
1026
1027                         // calculate how many segments are needed
1028                         float max_allowed_segments;
1029
1030                         if(this.beam_distancepersegment)
1031                         {
1032                                 max_allowed_segments = min(
1033                                         ARC_MAX_SEGMENTS,
1034                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1035                                 );
1036                         }
1037                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1038
1039                         if(this.beam_degreespersegment)
1040                         {
1041                                 segments = bound(
1042                                         1,
1043                                         (
1044                                                 min(
1045                                                         angle,
1046                                                         this.beam_maxangle
1047                                                 )
1048                                                 /
1049                                                 this.beam_degreespersegment
1050                                         ),
1051                                         max_allowed_segments
1052                                 );
1053                         }
1054                         else { segments = 1; }
1055                 }
1056                 else { segments = 1; }
1057
1058                 // set the beam direction which the rest of the code will refer to
1059                 beamdir = this.beam_dir;
1060
1061                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1062                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1063         }
1064         else
1065         {
1066                 // set the values from the provided info from the networked entity
1067                 start_pos = this.origin;
1068                 wantdir = this.v_angle;
1069                 beamdir = this.angles;
1070
1071                 if(beamdir != wantdir)
1072                 {
1073                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1074
1075                         // calculate how many segments are needed
1076                         float max_allowed_segments;
1077
1078                         if(this.beam_distancepersegment)
1079                         {
1080                                 max_allowed_segments = min(
1081                                         ARC_MAX_SEGMENTS,
1082                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1083                                 );
1084                         }
1085                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1086
1087                         if(this.beam_degreespersegment)
1088                         {
1089                                 segments = bound(
1090                                         1,
1091                                         (
1092                                                 min(
1093                                                         angle,
1094                                                         this.beam_maxangle
1095                                                 )
1096                                                 /
1097                                                 this.beam_degreespersegment
1098                                         ),
1099                                         max_allowed_segments
1100                                 );
1101                         }
1102                         else { segments = 1; }
1103                 }
1104                 else { segments = 1; }
1105         }
1106
1107         setorigin(this, start_pos);
1108         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1109
1110         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1111         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1112
1113         Draw_ArcBeam_callback_entity = this;
1114         Draw_ArcBeam_callback_last_thickness = 0;
1115         Draw_ArcBeam_callback_last_top = start_pos;
1116         Draw_ArcBeam_callback_last_bottom = start_pos;
1117
1118         vector last_origin = start_pos;
1119         vector original_start_pos = start_pos;
1120
1121         float i;
1122         for(i = 1; i <= segments; ++i)
1123         {
1124                 // WEAPONTODO (client):
1125                 // In order to do nice fading and pointing on the starting segment, we must always
1126                 // have that drawn as a separate triangle... However, that is difficult to do when
1127                 // keeping in mind the above problems and also optimizing the amount of segments
1128                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1129
1130                 vector new_origin = bezier_quadratic_getpoint(
1131                         start_pos,
1132                         beam_controlpoint,
1133                         beam_endpos,
1134                         i / segments);
1135
1136                 WarpZone_TraceBox_ThroughZone(
1137                         last_origin,
1138                         '0 0 0',
1139                         '0 0 0',
1140                         new_origin,
1141                         MOVE_NORMAL,
1142                         NULL,
1143                         NULL,
1144                         Draw_ArcBeam_callback
1145                 );
1146
1147                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1148                 // system (if we hit a player, that's always BEHIND the last passed wz).
1149                 last_origin = trace_endpos;
1150                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1151                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1152                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1153                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1154                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1155                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1156
1157                 if(trace_fraction < 1) { break; }
1158         }
1159
1160         // visual effects for startpoint and endpoint
1161         if(this.beam_hiteffect)
1162         {
1163                 // FIXME we really should do this on the server so it actually
1164                 // matches gameplay. What this client side stuff is doing is no
1165                 // more than guesswork.
1166                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1167                 pointparticles(
1168                         this.beam_hiteffect,
1169                         last_origin,
1170                         beamdir * -1,
1171                         dt * 2
1172                 );
1173         }
1174         if(this.beam_hitlight[0])
1175         {
1176                 adddynamiclight(
1177                         last_origin,
1178                         this.beam_hitlight[0],
1179                         vec3(
1180                                 this.beam_hitlight[1],
1181                                 this.beam_hitlight[2],
1182                                 this.beam_hitlight[3]
1183                         )
1184                 );
1185         }
1186         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1187         {
1188                 pointparticles(
1189                         this.beam_muzzleeffect,
1190                         original_start_pos + wantdir * 20,
1191                         wantdir * 1000,
1192                         dt * 0.1
1193                 );
1194         }
1195         if(this.beam_muzzlelight[0])
1196         {
1197                 adddynamiclight(
1198                         original_start_pos + wantdir * 20,
1199                         this.beam_muzzlelight[0],
1200                         vec3(
1201                                 this.beam_muzzlelight[1],
1202                                 this.beam_muzzlelight[2],
1203                                 this.beam_muzzlelight[3]
1204                         )
1205                 );
1206         }
1207
1208         // cleanup
1209         Draw_ArcBeam_callback_entity = NULL;
1210         Draw_ArcBeam_callback_last_thickness = 0;
1211         Draw_ArcBeam_callback_last_top = '0 0 0';
1212         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1213 }
1214
1215 void Remove_ArcBeam(entity this)
1216 {
1217         delete(this.beam_muzzleentity);
1218         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1219 }
1220
1221 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1222 {
1223         int sf = ReadByte();
1224         int slot = ReadByte();
1225         entity flash;
1226
1227         this.beam_slot = slot;
1228
1229         if(isnew)
1230         {
1231                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1232
1233                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1234
1235                 // set other main attributes of the beam
1236                 this.draw = Draw_ArcBeam;
1237                 IL_PUSH(g_drawables, this);
1238                 this.entremove = Remove_ArcBeam;
1239                 this.move_time = time;
1240                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1241
1242                 flash = new(arc_flash);
1243                 flash.owner = this;
1244                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1245                 //flash.drawmask = MASK_NORMAL;
1246                 flash.solid = SOLID_NOT;
1247                 flash.avelocity_z = 5000;
1248                 setattachment(flash, this, "");
1249                 setorigin(flash, '0 0 0');
1250
1251                 this.beam_muzzleentity = flash;
1252         }
1253         else
1254         {
1255                 flash = this.beam_muzzleentity;
1256         }
1257
1258         if(sf & ARC_SF_SETTINGS) // settings information
1259         {
1260                 this.beam_degreespersegment = ReadShort();
1261                 this.beam_distancepersegment = ReadShort();
1262                 this.beam_maxangle = ReadShort();
1263                 this.beam_range = ReadCoord();
1264                 this.beam_returnspeed = ReadShort();
1265                 this.beam_tightness = (ReadByte() / 10);
1266
1267                 if(ReadByte())
1268                 {
1269                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1270                 }
1271                 else
1272                 {
1273                         this.beam_usevieworigin = 0;
1274                 }
1275
1276                 this.sv_entnum = ReadByte();
1277         }
1278
1279         if(!this.beam_usevieworigin)
1280         {
1281                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1282                 this.iflags = IFLAG_ORIGIN;
1283
1284                 InterpolateOrigin_Undo(this);
1285         }
1286
1287         if(sf & ARC_SF_START) // starting location
1288         {
1289                 this.origin = ReadVector();
1290         }
1291         else if(this.beam_usevieworigin) // infer the location from player location
1292         {
1293                 if(this.beam_usevieworigin == 2)
1294                 {
1295                         // use view origin
1296                         this.origin = view_origin;
1297                 }
1298                 else
1299                 {
1300                         // use player origin so that third person display still works
1301                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1302                 }
1303         }
1304
1305         setorigin(this, this.origin);
1306
1307         if(sf & ARC_SF_WANTDIR) // want/aim direction
1308         {
1309                 this.v_angle = ReadVector();
1310         }
1311
1312         if(sf & ARC_SF_BEAMDIR) // beam direction
1313         {
1314                 this.angles = ReadAngleVector();
1315         }
1316
1317         if(sf & ARC_SF_BEAMTYPE) // beam type
1318         {
1319                 this.beam_type = ReadByte();
1320
1321                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1322                 switch(this.beam_type)
1323                 {
1324                         case ARC_BT_MISS:
1325                         {
1326                                 this.beam_color = beamcolor;
1327                                 this.beam_alpha = 0.5;
1328                                 this.beam_thickness = 8;
1329                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1330                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1331                                 this.beam_hitlight[0] = 0;
1332                                 this.beam_hitlight[1] = 1;
1333                                 this.beam_hitlight[2] = 1;
1334                                 this.beam_hitlight[3] = 1;
1335                                 this.beam_muzzleeffect = EFFECT_Null;
1336                                 this.beam_muzzlelight[0] = 0;
1337                                 this.beam_muzzlelight[1] = 1;
1338                                 this.beam_muzzlelight[2] = 1;
1339                                 this.beam_muzzlelight[3] = 1;
1340                                 this.beam_image = "particles/lgbeam";
1341                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1342                                 {
1343                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1344                                         flash.alpha = this.beam_alpha;
1345                                         flash.colormod = this.beam_color;
1346                                         flash.scale = 0.35;
1347                                 }
1348                                 break;
1349                         }
1350                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1351                         {
1352                                 this.beam_color = beamcolor;
1353                                 this.beam_alpha = 0.5;
1354                                 this.beam_thickness = 8;
1355                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1356                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1357                                 this.beam_hitlight[0] = 0;
1358                                 this.beam_hitlight[1] = 1;
1359                                 this.beam_hitlight[2] = 1;
1360                                 this.beam_hitlight[3] = 1;
1361                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1362                                 this.beam_muzzlelight[0] = 0;
1363                                 this.beam_muzzlelight[1] = 1;
1364                                 this.beam_muzzlelight[2] = 1;
1365                                 this.beam_muzzlelight[3] = 1;
1366                                 this.beam_image = "particles/lgbeam";
1367                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1368                                 {
1369                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1370                                         flash.alpha = this.beam_alpha;
1371                                         flash.colormod = this.beam_color;
1372                                         flash.scale = 0.35;
1373                                 }
1374                                 break;
1375                         }
1376                         case ARC_BT_HEAL:
1377                         {
1378                                 this.beam_color = beamcolor;
1379                                 this.beam_alpha = 0.5;
1380                                 this.beam_thickness = 8;
1381                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1382                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1383                                 this.beam_hitlight[0] = 0;
1384                                 this.beam_hitlight[1] = 1;
1385                                 this.beam_hitlight[2] = 1;
1386                                 this.beam_hitlight[3] = 1;
1387                                 this.beam_muzzleeffect = EFFECT_Null;
1388                                 this.beam_muzzlelight[0] = 0;
1389                                 this.beam_muzzlelight[1] = 1;
1390                                 this.beam_muzzlelight[2] = 1;
1391                                 this.beam_muzzlelight[3] = 1;
1392                                 this.beam_image = "particles/lgbeam";
1393                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1394                                 {
1395                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1396                                         flash.alpha = this.beam_alpha;
1397                                         flash.colormod = this.beam_color;
1398                                         flash.scale = 0.35;
1399                                 }
1400                                 break;
1401                         }
1402                         case ARC_BT_HIT:
1403                         {
1404                                 this.beam_color = beamcolor;
1405                                 this.beam_alpha = 0.5;
1406                                 this.beam_thickness = 8;
1407                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1408                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1409                                 this.beam_hitlight[0] = 20;
1410                                 this.beam_hitlight[1] = 1;
1411                                 this.beam_hitlight[2] = 0;
1412                                 this.beam_hitlight[3] = 0;
1413                                 this.beam_muzzleeffect = EFFECT_Null;
1414                                 this.beam_muzzlelight[0] = 50;
1415                                 this.beam_muzzlelight[1] = 1;
1416                                 this.beam_muzzlelight[2] = 0;
1417                                 this.beam_muzzlelight[3] = 0;
1418                                 this.beam_image = "particles/lgbeam";
1419                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1420                                 {
1421                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1422                                         flash.alpha = this.beam_alpha;
1423                                         flash.colormod = this.beam_color;
1424                                         flash.scale = 0.35;
1425                                 }
1426                                 break;
1427                         }
1428                         case ARC_BT_BURST_MISS:
1429                         {
1430                                 this.beam_color = beamcolor;
1431                                 this.beam_alpha = 0.5;
1432                                 this.beam_thickness = 14;
1433                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1434                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1435                                 this.beam_hitlight[0] = 0;
1436                                 this.beam_hitlight[1] = 1;
1437                                 this.beam_hitlight[2] = 1;
1438                                 this.beam_hitlight[3] = 1;
1439                                 this.beam_muzzleeffect = EFFECT_Null;
1440                                 this.beam_muzzlelight[0] = 0;
1441                                 this.beam_muzzlelight[1] = 1;
1442                                 this.beam_muzzlelight[2] = 1;
1443                                 this.beam_muzzlelight[3] = 1;
1444                                 this.beam_image = "particles/lgbeam";
1445                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1446                                 {
1447                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1448                                         flash.alpha = this.beam_alpha;
1449                                         flash.colormod = this.beam_color;
1450                                         flash.scale = 0.35;
1451                                 }
1452                                 break;
1453                         }
1454                         case ARC_BT_BURST_WALL:
1455                         {
1456                                 this.beam_color = beamcolor;
1457                                 this.beam_alpha = 0.5;
1458                                 this.beam_thickness = 14;
1459                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1460                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1461                                 this.beam_hitlight[0] = 0;
1462                                 this.beam_hitlight[1] = 1;
1463                                 this.beam_hitlight[2] = 1;
1464                                 this.beam_hitlight[3] = 1;
1465                                 this.beam_muzzleeffect = EFFECT_Null;
1466                                 this.beam_muzzlelight[0] = 0;
1467                                 this.beam_muzzlelight[1] = 1;
1468                                 this.beam_muzzlelight[2] = 1;
1469                                 this.beam_muzzlelight[3] = 1;
1470                                 this.beam_image = "particles/lgbeam";
1471                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1472                                 {
1473                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1474                                         flash.alpha = this.beam_alpha;
1475                                         flash.colormod = this.beam_color;
1476                                         flash.scale = 0.35;
1477                                 }
1478                                 break;
1479                         }
1480                         case ARC_BT_BURST_HEAL:
1481                         {
1482                                 this.beam_color = beamcolor;
1483                                 this.beam_alpha = 0.5;
1484                                 this.beam_thickness = 14;
1485                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1486                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1487                                 this.beam_hitlight[0] = 0;
1488                                 this.beam_hitlight[1] = 1;
1489                                 this.beam_hitlight[2] = 1;
1490                                 this.beam_hitlight[3] = 1;
1491                                 this.beam_muzzleeffect = EFFECT_Null;
1492                                 this.beam_muzzlelight[0] = 0;
1493                                 this.beam_muzzlelight[1] = 1;
1494                                 this.beam_muzzlelight[2] = 1;
1495                                 this.beam_muzzlelight[3] = 1;
1496                                 this.beam_image = "particles/lgbeam";
1497                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1498                                 {
1499                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1500                                         flash.alpha = this.beam_alpha;
1501                                         flash.colormod = this.beam_color;
1502                                         flash.scale = 0.35;
1503                                 }
1504                                 break;
1505                         }
1506                         case ARC_BT_BURST_HIT:
1507                         {
1508                                 this.beam_color = beamcolor;
1509                                 this.beam_alpha = 0.5;
1510                                 this.beam_thickness = 14;
1511                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1512                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1513                                 this.beam_hitlight[0] = 0;
1514                                 this.beam_hitlight[1] = 1;
1515                                 this.beam_hitlight[2] = 1;
1516                                 this.beam_hitlight[3] = 1;
1517                                 this.beam_muzzleeffect = EFFECT_Null;
1518                                 this.beam_muzzlelight[0] = 0;
1519                                 this.beam_muzzlelight[1] = 1;
1520                                 this.beam_muzzlelight[2] = 1;
1521                                 this.beam_muzzlelight[3] = 1;
1522                                 this.beam_image = "particles/lgbeam";
1523                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1524                                 {
1525                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1526                                         flash.alpha = this.beam_alpha;
1527                                         flash.colormod = this.beam_color;
1528                                         flash.scale = 0.35;
1529                                 }
1530                                 break;
1531                         }
1532
1533                         // shouldn't be possible, but lets make it colorful if it does :D
1534                         default:
1535                         {
1536                                 this.beam_color = randomvec();
1537                                 this.beam_alpha = 1;
1538                                 this.beam_thickness = 8;
1539                                 this.beam_traileffect = NULL;
1540                                 this.beam_hiteffect = NULL;
1541                                 this.beam_hitlight[0] = 0;
1542                                 this.beam_hitlight[1] = 1;
1543                                 this.beam_hitlight[2] = 1;
1544                                 this.beam_hitlight[3] = 1;
1545                                 this.beam_muzzleeffect = EFFECT_Null;
1546                                 this.beam_muzzlelight[0] = 0;
1547                                 this.beam_muzzlelight[1] = 1;
1548                                 this.beam_muzzlelight[2] = 1;
1549                                 this.beam_muzzlelight[3] = 1;
1550                                 this.beam_image = "particles/lgbeam";
1551                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1552                                 {
1553                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1554                                         flash.alpha = this.beam_alpha;
1555                                         flash.colormod = this.beam_color;
1556                                         flash.scale = 0.35;
1557                                 }
1558                                 break;
1559                         }
1560                 }
1561         }
1562
1563         if(!this.beam_usevieworigin)
1564         {
1565                 InterpolateOrigin_Note(this);
1566         }
1567         return true;
1568 }
1569
1570 #endif