3 /* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Arc, impulse, int, 3)
5 /* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
6 /* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
8 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
10 /* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
12 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
13 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
14 /* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
15 /* refname */ ATTRIB(Arc, netname, string, "arc");
16 /* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, bolt, float, NONE) \
21 P(class, prefix, bolt_ammo, float, NONE) \
22 P(class, prefix, bolt_damageforcescale, float, NONE) \
23 P(class, prefix, bolt_damage, float, NONE) \
24 P(class, prefix, bolt_edgedamage, float, NONE) \
25 P(class, prefix, bolt_force, float, NONE) \
26 P(class, prefix, bolt_health, float, NONE) \
27 P(class, prefix, bolt_lifetime, float, NONE) \
28 P(class, prefix, bolt_radius, float, NONE) \
29 P(class, prefix, bolt_refire, float, NONE) \
30 P(class, prefix, bolt_speed, float, NONE) \
31 P(class, prefix, bolt_spread, float, NONE) \
32 P(class, prefix, beam_ammo, float, NONE) \
33 P(class, prefix, beam_animtime, float, NONE) \
34 P(class, prefix, beam_botaimlifetime, float, NONE) \
35 P(class, prefix, beam_botaimspeed, float, NONE) \
36 P(class, prefix, beam_damage, float, NONE) \
37 P(class, prefix, beam_degreespersegment, float, NONE) \
38 P(class, prefix, beam_distancepersegment, float, NONE) \
39 P(class, prefix, beam_falloff_halflifedist, float, NONE) \
40 P(class, prefix, beam_falloff_maxdist, float, NONE) \
41 P(class, prefix, beam_falloff_mindist, float, NONE) \
42 P(class, prefix, beam_force, float, NONE) \
43 P(class, prefix, beam_healing_amax, float, NONE) \
44 P(class, prefix, beam_healing_aps, float, NONE) \
45 P(class, prefix, beam_healing_hmax, float, NONE) \
46 P(class, prefix, beam_healing_hps, float, NONE) \
47 P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
48 P(class, prefix, beam_maxangle, float, NONE) \
49 P(class, prefix, beam_nonplayerdamage, float, NONE) \
50 P(class, prefix, beam_range, float, NONE) \
51 P(class, prefix, beam_refire, float, NONE) \
52 P(class, prefix, beam_returnspeed, float, NONE) \
53 P(class, prefix, beam_tightness, float, NONE) \
54 P(class, prefix, burst_ammo, float, NONE) \
55 P(class, prefix, burst_damage, float, NONE) \
56 P(class, prefix, burst_healing_aps, float, NONE) \
57 P(class, prefix, burst_healing_hps, float, NONE) \
58 P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
59 P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
60 P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
61 P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
62 P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
63 P(class, prefix, switchdelay_drop, float, NONE) \
64 P(class, prefix, switchdelay_raise, float, NONE) \
65 P(class, prefix, weaponreplace, string, NONE) \
66 P(class, prefix, weaponstartoverride, float, NONE) \
67 P(class, prefix, weaponstart, float, NONE) \
68 P(class, prefix, weaponthrowable, float, NONE) \
74 REGISTER_WEAPON(ARC, arc, NEW(Arc));
78 const float ARC_MAX_SEGMENTS = 20;
79 vector arc_shotorigin[4];
85 const int ARC_BT_MISS = 0x00;
86 const int ARC_BT_WALL = 0x01;
87 const int ARC_BT_HEAL = 0x02;
88 const int ARC_BT_HIT = 0x03;
89 const int ARC_BT_BURST_MISS = 0x10;
90 const int ARC_BT_BURST_WALL = 0x11;
91 const int ARC_BT_BURST_HEAL = 0x12;
92 const int ARC_BT_BURST_HIT = 0x13;
93 const int ARC_BT_BURSTMASK = 0x10;
95 const int ARC_SF_SETTINGS = BIT(0);
96 const int ARC_SF_START = BIT(1);
97 const int ARC_SF_WANTDIR = BIT(2);
98 const int ARC_SF_BEAMDIR = BIT(3);
99 const int ARC_SF_BEAMTYPE = BIT(4);
100 const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
104 .bool arc_BUTTON_ATCK_prev; // for better animation control
106 .float beam_initialized;
107 .float beam_bursting;
108 .float beam_teleporttime;
109 .float beam_heat; // (beam) amount of heat produced
110 .float arc_overheat; // (dropped arc/player) time during which it's too hot
111 .float arc_cooldown; // (dropped arc/player) cooling speed
112 .float arc_heat_percent = _STAT(ARC_HEAT);
113 .float arc_smoke_sound;
119 .float beam_thickness;
120 .entity beam_traileffect;
121 .entity beam_hiteffect;
122 .float beam_hitlight[4]; // 0: radius, 123: rgb
123 .entity beam_muzzleeffect;
124 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
127 .entity beam_muzzleentity;
129 .float beam_degreespersegment;
130 .float beam_distancepersegment;
131 .float beam_usevieworigin;
132 .float beam_initialized;
133 .float beam_maxangle;
135 .float beam_returnspeed;
136 .float beam_tightness;
137 .vector beam_shotorigin;
139 entity Draw_ArcBeam_callback_entity;
140 float Draw_ArcBeam_callback_last_thickness;
141 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
142 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
145 #ifdef IMPLEMENTATION
147 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
149 bool W_Arc_Beam_Send(entity this, entity to, int sf)
151 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
153 // Truncate information when this beam is displayed to the owner client
154 // - The owner client has no use for beam start position or directions,
155 // it always figures this information out for itself with csqc code.
156 // - Spectating the owner also truncates this information.
157 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
158 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
160 WriteByte(MSG_ENTITY, sf);
162 if(sf & ARC_SF_SETTINGS) // settings information
164 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
165 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
166 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
167 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
168 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
169 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
171 WriteByte(MSG_ENTITY, drawlocal);
172 WriteByte(MSG_ENTITY, etof(this.owner));
174 if(sf & ARC_SF_START) // starting location
176 WriteCoord(MSG_ENTITY, this.beam_start.x);
177 WriteCoord(MSG_ENTITY, this.beam_start.y);
178 WriteCoord(MSG_ENTITY, this.beam_start.z);
180 if(sf & ARC_SF_WANTDIR) // want/aim direction
182 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
183 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
184 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
186 if(sf & ARC_SF_BEAMDIR) // beam direction
188 WriteCoord(MSG_ENTITY, this.beam_dir.x);
189 WriteCoord(MSG_ENTITY, this.beam_dir.y);
190 WriteCoord(MSG_ENTITY, this.beam_dir.z);
192 if(sf & ARC_SF_BEAMTYPE) // beam type
194 WriteByte(MSG_ENTITY, this.beam_type);
200 void Reset_ArcBeam(entity player, vector forward)
202 if (!player.arc_beam) {
205 player.arc_beam.beam_dir = forward;
206 player.arc_beam.beam_teleporttime = time;
209 float Arc_GetHeat_Percent(entity player)
211 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
213 player.arc_overheat = 0;
217 if ( player.arc_beam )
218 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
220 if ( player.arc_overheat > time )
222 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
223 * player.arc_cooldown;
228 void Arc_Player_SetHeat(entity player)
230 player.arc_heat_percent = Arc_GetHeat_Percent(player);
231 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
234 void W_Arc_Bolt_Explode(entity this)
236 this.event_damage = func_null;
237 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, other);
242 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
244 W_Arc_Bolt_Explode(this);
247 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
252 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
253 return; // g_projectiles_damage says to halt
255 this.health = this.health - damage;
256 this.angles = vectoangles(this.velocity);
259 W_PrepareExplosionByDamage(this, attacker, getthink(this));
262 void W_Arc_Bolt_Touch(entity this)
264 PROJECTILE_TOUCH(this);
265 this.use(this, NULL, NULL);
268 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor)
272 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo));
274 W_SetupShot(actor, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
276 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
278 missile = new(missile);
279 missile.owner = missile.realowner = actor;
280 missile.bot_dodge = true;
281 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
283 missile.takedamage = DAMAGE_YES;
284 missile.health = WEP_CVAR(arc, bolt_health);
285 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
286 missile.event_damage = W_Arc_Bolt_Damage;
287 missile.damagedbycontents = true;
289 settouch(missile, W_Arc_Bolt_Touch);
290 missile.use = W_Arc_Bolt_Explode_use;
291 setthink(missile, adaptor_think2use_hittype_splash);
292 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
293 PROJECTILE_MAKETRIGGER(missile);
294 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
295 setorigin(missile, w_shotorg);
296 setsize(missile, '0 0 0', '0 0 0');
298 missile.movetype = MOVETYPE_FLY;
299 W_SetupProjVelocity_PRE(missile, arc, bolt_);
301 missile.angles = vectoangles(missile.velocity);
302 missile.flags = FL_PROJECTILE;
303 missile.missile_flags = MIF_SPLASH;
305 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
307 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
310 void W_Arc_Beam_Think(entity this)
312 if(this != this.owner.arc_beam)
320 if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
322 if(!this.beam_bursting)
323 this.beam_bursting = true;
324 burst = ARC_BT_BURSTMASK;
327 Weapon thiswep = WEP_ARC;
330 !IS_PLAYER(this.owner)
332 (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
338 (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
340 STAT(FROZEN, this.owner)
344 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
347 if ( WEP_CVAR(arc, cooldown) > 0 )
349 float cooldown_speed = 0;
350 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
352 cooldown_speed = WEP_CVAR(arc, cooldown);
356 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
359 if ( cooldown_speed )
361 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
362 this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
363 this.owner.arc_cooldown = cooldown_speed;
366 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
368 Send_Effect(EFFECT_ARC_OVERHEAT,
369 this.beam_start, this.beam_wantdir, 1 );
370 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
374 if(this == this.owner.arc_beam) { this.owner.arc_beam = NULL; }
375 entity own = this.owner;
377 if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
378 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
380 // note: this doesn't force the switch
381 W_SwitchToOtherWeapon(own);
388 float coefficient = frametime;
389 if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
393 { rootammo = WEP_CVAR(arc, burst_ammo); }
395 { rootammo = WEP_CVAR(arc, beam_ammo); }
399 coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
400 this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
403 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
404 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
406 makevectors(this.owner.v_angle);
414 WEP_CVAR(arc, beam_damage) * coefficient,
415 WEP_CVAR(arc, beam_range)
418 // After teleport, "lock" the beam until the teleport is confirmed.
419 if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
420 w_shotdir = this.beam_dir;
423 // network information: shot origin and want/aim direction
424 if(this.beam_start != w_shotorg)
426 this.SendFlags |= ARC_SF_START;
427 this.beam_start = w_shotorg;
429 if(this.beam_wantdir != w_shotdir)
431 this.SendFlags |= ARC_SF_WANTDIR;
432 this.beam_wantdir = w_shotdir;
435 if(!this.beam_initialized)
437 this.beam_dir = w_shotdir;
438 this.beam_initialized = true;
441 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
442 // idea: blend together this.beam_dir with the inverted direction the player is moving in
443 // might have to make some special accomodation so that it only uses view_right and view_up
445 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
448 if(this.beam_dir != w_shotdir)
450 // calculate how much we're going to move the end of the beam to the want position
451 // WEAPONTODO (server and client):
452 // blendfactor never actually becomes 0 in this situation, which is a problem
453 // regarding precision... this means that this.beam_dir and w_shotdir approach
454 // eachother, however they never actually become the same value with this method.
455 // Perhaps we should do some form of rounding/snapping?
456 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
457 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
459 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
460 float blendfactor = bound(
462 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
463 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
465 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
469 // the radius is not too far yet, no worries :D
470 float blendfactor = bound(
472 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
475 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
478 // network information: beam direction
479 this.SendFlags |= ARC_SF_BEAMDIR;
481 // calculate how many segments are needed
482 float max_allowed_segments;
484 if(WEP_CVAR(arc, beam_distancepersegment))
486 max_allowed_segments = min(
488 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
491 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
493 if(WEP_CVAR(arc, beam_degreespersegment))
500 WEP_CVAR(arc, beam_maxangle)
503 WEP_CVAR(arc, beam_degreespersegment)
508 else { segments = 1; }
510 else { segments = 1; }
512 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
513 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
516 float new_beam_type = 0;
517 vector last_origin = w_shotorg;
518 for(i = 1; i <= segments; ++i)
520 // WEAPONTODO (client):
521 // In order to do nice fading and pointing on the starting segment, we must always
522 // have that drawn as a separate triangle... However, that is difficult to do when
523 // keeping in mind the above problems and also optimizing the amount of segments
524 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
526 vector new_origin = bezier_quadratic_getpoint(
531 vector new_dir = normalize(new_origin - last_origin);
533 WarpZone_traceline_antilag(
539 ANTILAG_LATENCY(this.owner)
542 // Do all the transforms for warpzones right now, as we already
543 // "are" in the post-trace system (if we hit a player, that's
544 // always BEHIND the last passed wz).
545 last_origin = trace_endpos;
546 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
547 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
548 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
549 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
554 trace_ent.classname == "body"
556 IS_MONSTER(trace_ent)
559 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
561 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
562 // NO. trace_endpos should be just fine. If not,
563 // that's an engine bug that needs proper debugging.
564 vector hitorigin = trace_endpos;
566 float falloff = ExponentialFalloff(
567 WEP_CVAR(arc, beam_falloff_mindist),
568 WEP_CVAR(arc, beam_falloff_maxdist),
569 WEP_CVAR(arc, beam_falloff_halflifedist),
570 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
573 if(is_player && SAME_TEAM(this.owner, trace_ent))
575 float roothealth, rootarmor;
578 roothealth = WEP_CVAR(arc, burst_healing_hps);
579 rootarmor = WEP_CVAR(arc, burst_healing_aps);
583 roothealth = WEP_CVAR(arc, beam_healing_hps);
584 rootarmor = WEP_CVAR(arc, beam_healing_aps);
587 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
589 trace_ent.health = min(
590 trace_ent.health + (roothealth * coefficient),
591 WEP_CVAR(arc, beam_healing_hmax)
594 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
596 trace_ent.armorvalue = min(
597 trace_ent.armorvalue + (rootarmor * coefficient),
598 WEP_CVAR(arc, beam_healing_amax)
602 // stop rot, set visual effect
603 if(roothealth || rootarmor)
605 trace_ent.pauserothealth_finished = max(
606 trace_ent.pauserothealth_finished,
607 time + autocvar_g_balance_pause_health_rot
609 trace_ent.pauserotarmor_finished = max(
610 trace_ent.pauserotarmor_finished,
611 time + autocvar_g_balance_pause_armor_rot
613 new_beam_type = ARC_BT_HEAL;
622 { rootdamage = WEP_CVAR(arc, burst_damage); }
624 { rootdamage = WEP_CVAR(arc, beam_damage); }
627 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
629 if(accuracy_isgooddamage(this.owner, trace_ent))
635 rootdamage * coefficient * falloff
643 rootdamage * coefficient * falloff,
646 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
649 new_beam_type = ARC_BT_HIT;
653 else if(trace_fraction != 1)
655 // we collided with geometry
656 new_beam_type = ARC_BT_WALL;
661 // te_explosion(trace_endpos);
663 // if we're bursting, use burst visual effects
664 new_beam_type |= burst;
666 // network information: beam type
667 if(new_beam_type != this.beam_type)
669 this.SendFlags |= ARC_SF_BEAMTYPE;
670 this.beam_type = new_beam_type;
673 this.owner.beam_prev = time;
674 this.nextthink = time;
677 void W_Arc_Beam(float burst, entity actor)
680 // only play fire sound if 1 sec has passed since player let go the fire button
681 if(time - actor.beam_prev > 1)
682 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
684 entity beam = actor.arc_beam = new(W_Arc_Beam);
685 beam.solid = SOLID_NOT;
686 setthink(beam, W_Arc_Beam_Think);
688 beam.movetype = MOVETYPE_NONE;
689 beam.bot_dodge = true;
690 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
691 beam.beam_bursting = burst;
692 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
694 getthink(beam)(beam);
696 void Arc_Smoke(entity actor)
698 makevectors(actor.v_angle);
699 W_SetupShot_Range(actor,true,0,SND_Null,0,0,0);
701 vector smoke_origin = w_shotorg + actor.velocity*frametime;
702 if ( actor.arc_overheat > time )
704 if ( random() < actor.arc_heat_percent )
705 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
706 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
708 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
709 if ( !actor.arc_smoke_sound )
711 actor.arc_smoke_sound = 1;
712 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
716 else if ( actor.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
717 actor.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
719 if ( random() < (actor.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
720 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
721 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
724 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
725 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC )
727 actor.arc_smoke_sound = 0;
728 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
732 METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
734 if(WEP_CVAR(arc, beam_botaimspeed))
736 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
738 WEP_CVAR(arc, beam_botaimspeed),
740 WEP_CVAR(arc, beam_botaimlifetime),
746 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
755 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
757 Arc_Player_SetHeat(actor);
760 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
762 if (time >= actor.arc_overheat)
763 if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
766 if(actor.arc_BUTTON_ATCK_prev)
769 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
770 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
773 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
776 if((!actor.arc_beam) || wasfreed(actor.arc_beam))
778 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
780 W_Arc_Beam(boolean(beam_fire2), actor);
782 if(!actor.arc_BUTTON_ATCK_prev)
784 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
785 actor.arc_BUTTON_ATCK_prev = true;
794 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
796 W_Arc_Attack_Bolt(thiswep, actor);
797 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
801 if(actor.arc_BUTTON_ATCK_prev)
803 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
804 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
805 int slot = weaponslot(weaponentity);
806 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
808 actor.arc_BUTTON_ATCK_prev = false;
812 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
815 actor.arc_count = autocvar_g_balance_arc_secondary_count;
816 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
817 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
821 METHOD(Arc, wr_init, void(entity thiswep))
823 if(!arc_shotorigin[0])
825 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
826 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
827 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
828 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
831 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor))
833 return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
835 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor))
837 if(WEP_CVAR(arc, bolt))
839 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
840 ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
844 return WEP_CVAR(arc, overheat_max) > 0 &&
845 ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
847 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
849 if(w_deathtype & HITTYPE_SECONDARY)
850 return WEAPON_ARC_MURDER_SPRAY;
852 return WEAPON_ARC_MURDER;
854 METHOD(Arc, wr_drop, void(entity thiswep, entity actor))
856 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
857 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
858 actor.arc_overheat = 0;
859 actor.arc_cooldown = 0;
861 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
863 if ( !client_hasweapon(actor, thiswep, false, false) &&
864 weapon_dropevent_item.arc_overheat > time )
866 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
867 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
872 bool autocvar_cl_arcbeam_teamcolor = true;
874 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
876 if(w_deathtype & HITTYPE_SECONDARY)
879 org2 = w_org + w_backoff * 6;
880 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
881 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
885 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
887 entity beam = Draw_ArcBeam_callback_entity;
888 vector transformed_view_org;
889 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
891 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
892 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
893 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
899 if(trace_fraction != 1)
901 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
902 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
903 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
913 // decide upon thickness
914 float thickness = beam.beam_thickness;
916 // draw primary beam render
917 vector top = hitorigin + (thickdir * thickness);
918 vector bottom = hitorigin - (thickdir * thickness);
920 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
921 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
923 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
926 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
932 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
938 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
944 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
950 // draw trailing particles
952 // - Don't use spammy particle counts here, use a FEW small particles around the beam
953 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
954 if(beam.beam_traileffect)
956 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
959 // set up for the next
960 Draw_ArcBeam_callback_last_thickness = thickness;
961 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
962 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
968 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
969 e.beam_initialized = false;
971 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
972 e.beam_initialized = false;
976 void Draw_ArcBeam(entity this)
978 float dt = time - this.move_time;
979 this.move_time = time;
980 if(dt <= 0) { return; }
982 if(!this.beam_usevieworigin)
984 InterpolateOrigin_Do(this);
987 // origin = beam starting origin
988 // v_angle = wanted/aim direction
989 // angles = current direction of beam
992 vector wantdir; //= view_forward;
993 vector beamdir; //= this.beam_dir;
996 if(this.beam_usevieworigin)
999 // Currently we have to replicate nearly the same method of figuring
1000 // out the shotdir that the server does... Ideally in the future we
1001 // should be able to acquire this from a generalized function built
1002 // into a weapon system for client code.
1004 // find where we are aiming
1005 makevectors(warpzone_save_view_angles);
1006 vector forward = v_forward;
1007 vector right = v_right;
1010 // decide upon start position
1011 if(this.beam_usevieworigin == 2)
1012 { start_pos = warpzone_save_view_origin; }
1014 { start_pos = this.origin; }
1016 // trace forward with an estimation
1019 start_pos + forward * this.beam_range,
1024 // untransform in case our trace went through a warpzone
1025 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1027 // un-adjust trueaim if shotend is too close
1028 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1029 end_pos = start_pos + (forward * g_trueaim_minrange);
1031 // move shot origin to the actual gun muzzle origin
1032 vector origin_offset =
1033 right * -this.beam_shotorigin.y
1034 + up * this.beam_shotorigin.z;
1036 start_pos = start_pos + origin_offset;
1038 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1039 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1040 start_pos = trace_endpos;
1042 // calculate the aim direction now
1043 wantdir = normalize(end_pos - start_pos);
1045 if(!this.beam_initialized)
1047 this.beam_dir = wantdir;
1048 this.beam_initialized = true;
1051 if(this.beam_dir != wantdir)
1053 // calculate how much we're going to move the end of the beam to the want position
1054 // WEAPONTODO (server and client):
1055 // blendfactor never actually becomes 0 in this situation, which is a problem
1056 // regarding precision... this means that this.beam_dir and w_shotdir approach
1057 // eachother, however they never actually become the same value with this method.
1058 // Perhaps we should do some form of rounding/snapping?
1059 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1060 if(angle && (angle > this.beam_maxangle))
1062 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1063 float blendfactor = bound(
1065 (1 - (this.beam_returnspeed * frametime)),
1066 min(this.beam_maxangle / angle, 1)
1068 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1072 // the radius is not too far yet, no worries :D
1073 float blendfactor = bound(
1075 (1 - (this.beam_returnspeed * frametime)),
1078 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1081 // calculate how many segments are needed
1082 float max_allowed_segments;
1084 if(this.beam_distancepersegment)
1086 max_allowed_segments = min(
1088 1 + (vlen(wantdir / this.beam_distancepersegment))
1091 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1093 if(this.beam_degreespersegment)
1103 this.beam_degreespersegment
1105 max_allowed_segments
1108 else { segments = 1; }
1110 else { segments = 1; }
1112 // set the beam direction which the rest of the code will refer to
1113 beamdir = this.beam_dir;
1115 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1116 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1120 // set the values from the provided info from the networked entity
1121 start_pos = this.origin;
1122 wantdir = this.v_angle;
1123 beamdir = this.angles;
1125 if(beamdir != wantdir)
1127 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1129 // calculate how many segments are needed
1130 float max_allowed_segments;
1132 if(this.beam_distancepersegment)
1134 max_allowed_segments = min(
1136 1 + (vlen(wantdir / this.beam_distancepersegment))
1139 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1141 if(this.beam_degreespersegment)
1151 this.beam_degreespersegment
1153 max_allowed_segments
1156 else { segments = 1; }
1158 else { segments = 1; }
1161 setorigin(this, start_pos);
1162 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1164 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1165 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1167 Draw_ArcBeam_callback_entity = this;
1168 Draw_ArcBeam_callback_last_thickness = 0;
1169 Draw_ArcBeam_callback_last_top = start_pos;
1170 Draw_ArcBeam_callback_last_bottom = start_pos;
1172 vector last_origin = start_pos;
1173 vector original_start_pos = start_pos;
1176 for(i = 1; i <= segments; ++i)
1178 // WEAPONTODO (client):
1179 // In order to do nice fading and pointing on the starting segment, we must always
1180 // have that drawn as a separate triangle... However, that is difficult to do when
1181 // keeping in mind the above problems and also optimizing the amount of segments
1182 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1184 vector new_origin = bezier_quadratic_getpoint(
1190 WarpZone_TraceBox_ThroughZone(
1198 Draw_ArcBeam_callback
1201 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1202 // system (if we hit a player, that's always BEHIND the last passed wz).
1203 last_origin = trace_endpos;
1204 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1205 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1206 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1207 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1208 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1209 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1211 if(trace_fraction < 1) { break; }
1214 // visual effects for startpoint and endpoint
1215 if(this.beam_hiteffect)
1217 // FIXME we really should do this on the server so it actually
1218 // matches gameplay. What this client side stuff is doing is no
1219 // more than guesswork.
1220 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1222 this.beam_hiteffect,
1228 if(this.beam_hitlight[0])
1232 this.beam_hitlight[0],
1234 this.beam_hitlight[1],
1235 this.beam_hitlight[2],
1236 this.beam_hitlight[3]
1240 if(this.beam_muzzleeffect)
1243 this.beam_muzzleeffect,
1244 original_start_pos + wantdir * 20,
1249 if(this.beam_muzzlelight[0])
1252 original_start_pos + wantdir * 20,
1253 this.beam_muzzlelight[0],
1255 this.beam_muzzlelight[1],
1256 this.beam_muzzlelight[2],
1257 this.beam_muzzlelight[3]
1263 Draw_ArcBeam_callback_entity = NULL;
1264 Draw_ArcBeam_callback_last_thickness = 0;
1265 Draw_ArcBeam_callback_last_top = '0 0 0';
1266 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1269 void Remove_ArcBeam(entity this)
1271 remove(this.beam_muzzleentity);
1272 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1275 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1277 int sf = ReadByte();
1282 int gunalign = W_GetGunAlignment(NULL);
1284 this.beam_shotorigin = arc_shotorigin[gunalign];
1286 // set other main attributes of the beam
1287 this.draw = Draw_ArcBeam;
1288 this.entremove = Remove_ArcBeam;
1289 this.move_time = time;
1290 loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1294 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1295 flash.drawmask = MASK_NORMAL;
1296 flash.solid = SOLID_NOT;
1297 flash.avelocity_z = 5000;
1298 setattachment(flash, this, "");
1299 setorigin(flash, '0 0 0');
1301 this.beam_muzzleentity = flash;
1305 flash = this.beam_muzzleentity;
1308 if(sf & ARC_SF_SETTINGS) // settings information
1310 this.beam_degreespersegment = ReadShort();
1311 this.beam_distancepersegment = ReadShort();
1312 this.beam_maxangle = ReadShort();
1313 this.beam_range = ReadCoord();
1314 this.beam_returnspeed = ReadShort();
1315 this.beam_tightness = (ReadByte() / 10);
1319 if(autocvar_chase_active)
1320 { this.beam_usevieworigin = 1; }
1321 else // use view origin
1322 { this.beam_usevieworigin = 2; }
1326 this.beam_usevieworigin = 0;
1329 this.sv_entnum = ReadByte();
1332 if(!this.beam_usevieworigin)
1334 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1335 this.iflags = IFLAG_ORIGIN;
1337 InterpolateOrigin_Undo(this);
1340 if(sf & ARC_SF_START) // starting location
1342 this.origin_x = ReadCoord();
1343 this.origin_y = ReadCoord();
1344 this.origin_z = ReadCoord();
1346 else if(this.beam_usevieworigin) // infer the location from player location
1348 if(this.beam_usevieworigin == 2)
1351 this.origin = view_origin;
1355 // use player origin so that third person display still works
1356 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1360 setorigin(this, this.origin);
1362 if(sf & ARC_SF_WANTDIR) // want/aim direction
1364 this.v_angle_x = ReadCoord();
1365 this.v_angle_y = ReadCoord();
1366 this.v_angle_z = ReadCoord();
1369 if(sf & ARC_SF_BEAMDIR) // beam direction
1371 this.angles_x = ReadCoord();
1372 this.angles_y = ReadCoord();
1373 this.angles_z = ReadCoord();
1376 if(sf & ARC_SF_BEAMTYPE) // beam type
1378 this.beam_type = ReadByte();
1380 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
1381 switch(this.beam_type)
1385 this.beam_color = beamcolor;
1386 this.beam_alpha = 0.5;
1387 this.beam_thickness = 8;
1388 this.beam_traileffect = (EFFECT_ARC_BEAM);
1389 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1390 this.beam_hitlight[0] = 0;
1391 this.beam_hitlight[1] = 1;
1392 this.beam_hitlight[2] = 1;
1393 this.beam_hitlight[3] = 1;
1394 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1395 this.beam_muzzlelight[0] = 0;
1396 this.beam_muzzlelight[1] = 1;
1397 this.beam_muzzlelight[2] = 1;
1398 this.beam_muzzlelight[3] = 1;
1399 if(this.beam_muzzleeffect)
1401 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1402 flash.alpha = this.beam_alpha;
1403 flash.colormod = this.beam_color;
1408 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1410 this.beam_color = beamcolor;
1411 this.beam_alpha = 0.5;
1412 this.beam_thickness = 8;
1413 this.beam_traileffect = (EFFECT_ARC_BEAM);
1414 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1415 this.beam_hitlight[0] = 0;
1416 this.beam_hitlight[1] = 1;
1417 this.beam_hitlight[2] = 1;
1418 this.beam_hitlight[3] = 1;
1419 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1420 this.beam_muzzlelight[0] = 0;
1421 this.beam_muzzlelight[1] = 1;
1422 this.beam_muzzlelight[2] = 1;
1423 this.beam_muzzlelight[3] = 1;
1424 this.beam_image = "particles/lgbeam";
1425 if(this.beam_muzzleeffect)
1427 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1428 flash.alpha = this.beam_alpha;
1429 flash.colormod = this.beam_color;
1436 this.beam_color = beamcolor;
1437 this.beam_alpha = 0.5;
1438 this.beam_thickness = 8;
1439 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1440 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1441 this.beam_hitlight[0] = 0;
1442 this.beam_hitlight[1] = 1;
1443 this.beam_hitlight[2] = 1;
1444 this.beam_hitlight[3] = 1;
1445 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1446 this.beam_muzzlelight[0] = 0;
1447 this.beam_muzzlelight[1] = 1;
1448 this.beam_muzzlelight[2] = 1;
1449 this.beam_muzzlelight[3] = 1;
1450 this.beam_image = "particles/lgbeam";
1451 if(this.beam_muzzleeffect)
1453 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1454 flash.alpha = this.beam_alpha;
1455 flash.colormod = this.beam_color;
1462 this.beam_color = beamcolor;
1463 this.beam_alpha = 0.5;
1464 this.beam_thickness = 8;
1465 this.beam_traileffect = (EFFECT_ARC_BEAM);
1466 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1467 this.beam_hitlight[0] = 20;
1468 this.beam_hitlight[1] = 1;
1469 this.beam_hitlight[2] = 0;
1470 this.beam_hitlight[3] = 0;
1471 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1472 this.beam_muzzlelight[0] = 50;
1473 this.beam_muzzlelight[1] = 1;
1474 this.beam_muzzlelight[2] = 0;
1475 this.beam_muzzlelight[3] = 0;
1476 this.beam_image = "particles/lgbeam";
1477 if(this.beam_muzzleeffect)
1479 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1480 flash.alpha = this.beam_alpha;
1481 flash.colormod = this.beam_color;
1486 case ARC_BT_BURST_MISS:
1488 this.beam_color = beamcolor;
1489 this.beam_alpha = 0.5;
1490 this.beam_thickness = 14;
1491 this.beam_traileffect = (EFFECT_ARC_BEAM);
1492 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1493 this.beam_hitlight[0] = 0;
1494 this.beam_hitlight[1] = 1;
1495 this.beam_hitlight[2] = 1;
1496 this.beam_hitlight[3] = 1;
1497 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1498 this.beam_muzzlelight[0] = 0;
1499 this.beam_muzzlelight[1] = 1;
1500 this.beam_muzzlelight[2] = 1;
1501 this.beam_muzzlelight[3] = 1;
1502 this.beam_image = "particles/lgbeam";
1503 if(this.beam_muzzleeffect)
1505 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1506 flash.alpha = this.beam_alpha;
1507 flash.colormod = this.beam_color;
1512 case ARC_BT_BURST_WALL:
1514 this.beam_color = beamcolor;
1515 this.beam_alpha = 0.5;
1516 this.beam_thickness = 14;
1517 this.beam_traileffect = (EFFECT_ARC_BEAM);
1518 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1519 this.beam_hitlight[0] = 0;
1520 this.beam_hitlight[1] = 1;
1521 this.beam_hitlight[2] = 1;
1522 this.beam_hitlight[3] = 1;
1523 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1524 this.beam_muzzlelight[0] = 0;
1525 this.beam_muzzlelight[1] = 1;
1526 this.beam_muzzlelight[2] = 1;
1527 this.beam_muzzlelight[3] = 1;
1528 this.beam_image = "particles/lgbeam";
1529 if(this.beam_muzzleeffect)
1531 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1532 flash.alpha = this.beam_alpha;
1533 flash.colormod = this.beam_color;
1538 case ARC_BT_BURST_HEAL:
1540 this.beam_color = beamcolor;
1541 this.beam_alpha = 0.5;
1542 this.beam_thickness = 14;
1543 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1544 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1545 this.beam_hitlight[0] = 0;
1546 this.beam_hitlight[1] = 1;
1547 this.beam_hitlight[2] = 1;
1548 this.beam_hitlight[3] = 1;
1549 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1550 this.beam_muzzlelight[0] = 0;
1551 this.beam_muzzlelight[1] = 1;
1552 this.beam_muzzlelight[2] = 1;
1553 this.beam_muzzlelight[3] = 1;
1554 this.beam_image = "particles/lgbeam";
1555 if(this.beam_muzzleeffect)
1557 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1558 flash.alpha = this.beam_alpha;
1559 flash.colormod = this.beam_color;
1564 case ARC_BT_BURST_HIT:
1566 this.beam_color = beamcolor;
1567 this.beam_alpha = 0.5;
1568 this.beam_thickness = 14;
1569 this.beam_traileffect = (EFFECT_ARC_BEAM);
1570 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1571 this.beam_hitlight[0] = 0;
1572 this.beam_hitlight[1] = 1;
1573 this.beam_hitlight[2] = 1;
1574 this.beam_hitlight[3] = 1;
1575 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1576 this.beam_muzzlelight[0] = 0;
1577 this.beam_muzzlelight[1] = 1;
1578 this.beam_muzzlelight[2] = 1;
1579 this.beam_muzzlelight[3] = 1;
1580 this.beam_image = "particles/lgbeam";
1581 if(this.beam_muzzleeffect)
1583 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1584 flash.alpha = this.beam_alpha;
1585 flash.colormod = this.beam_color;
1591 // shouldn't be possible, but lets make it colorful if it does :D
1594 this.beam_color = randomvec();
1595 this.beam_alpha = 1;
1596 this.beam_thickness = 8;
1597 this.beam_traileffect = NULL;
1598 this.beam_hiteffect = NULL;
1599 this.beam_hitlight[0] = 0;
1600 this.beam_hitlight[1] = 1;
1601 this.beam_hitlight[2] = 1;
1602 this.beam_hitlight[3] = 1;
1603 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1604 this.beam_muzzlelight[0] = 0;
1605 this.beam_muzzlelight[1] = 1;
1606 this.beam_muzzlelight[2] = 1;
1607 this.beam_muzzlelight[3] = 1;
1608 this.beam_image = "particles/lgbeam";
1609 if(this.beam_muzzleeffect)
1611 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1612 flash.alpha = this.beam_alpha;
1613 flash.colormod = this.beam_color;
1621 if(!this.beam_usevieworigin)
1623 InterpolateOrigin_Note(this);