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, message, string, _("Arc"));
18 REGISTER_WEAPON(ARC, NEW(Arc));
20 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
21 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, beam_ammo) \
23 w_cvar(id, sn, NONE, beam_animtime) \
24 w_cvar(id, sn, NONE, beam_botaimspeed) \
25 w_cvar(id, sn, NONE, beam_botaimlifetime) \
26 w_cvar(id, sn, NONE, beam_damage) \
27 w_cvar(id, sn, NONE, beam_degreespersegment) \
28 w_cvar(id, sn, NONE, beam_distancepersegment) \
29 w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
30 w_cvar(id, sn, NONE, beam_falloff_maxdist) \
31 w_cvar(id, sn, NONE, beam_falloff_mindist) \
32 w_cvar(id, sn, NONE, beam_force) \
33 w_cvar(id, sn, NONE, beam_healing_amax) \
34 w_cvar(id, sn, NONE, beam_healing_aps) \
35 w_cvar(id, sn, NONE, beam_healing_hmax) \
36 w_cvar(id, sn, NONE, beam_healing_hps) \
37 w_cvar(id, sn, NONE, beam_maxangle) \
38 w_cvar(id, sn, NONE, beam_nonplayerdamage) \
39 w_cvar(id, sn, NONE, beam_range) \
40 w_cvar(id, sn, NONE, beam_refire) \
41 w_cvar(id, sn, NONE, beam_returnspeed) \
42 w_cvar(id, sn, NONE, beam_tightness) \
43 w_cvar(id, sn, NONE, burst_ammo) \
44 w_cvar(id, sn, NONE, burst_damage) \
45 w_cvar(id, sn, NONE, burst_healing_aps) \
46 w_cvar(id, sn, NONE, burst_healing_hps) \
47 w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
48 w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
49 w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \
50 w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \
51 w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \
52 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
53 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
54 w_prop(id, sn, string, weaponreplace, weaponreplace) \
55 w_prop(id, sn, float, weaponstart, weaponstart) \
56 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
57 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
60 const float ARC_MAX_SEGMENTS = 20;
61 vector arc_shotorigin[4];
67 const int ARC_BT_MISS = 0x00;
68 const int ARC_BT_WALL = 0x01;
69 const int ARC_BT_HEAL = 0x02;
70 const int ARC_BT_HIT = 0x03;
71 const int ARC_BT_BURST_MISS = 0x10;
72 const int ARC_BT_BURST_WALL = 0x11;
73 const int ARC_BT_BURST_HEAL = 0x12;
74 const int ARC_BT_BURST_HIT = 0x13;
75 const int ARC_BT_BURSTMASK = 0x10;
77 const int ARC_SF_SETTINGS = 1;
78 const int ARC_SF_START = 2;
79 const int ARC_SF_WANTDIR = 4;
80 const int ARC_SF_BEAMDIR = 8;
81 const int ARC_SF_BEAMTYPE = 16;
82 const int ARC_SF_LOCALMASK = 14;
85 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
87 .bool arc_BUTTON_ATCK_prev; // for better animation control
89 .float beam_initialized;
91 .float beam_teleporttime;
92 .float beam_heat; // (beam) amount of heat produced
93 .float arc_overheat; // (dropped arc/player) time during which it's too hot
94 .float arc_cooldown; // (dropped arc/player) cooling speed
95 .float arc_heat_percent; // (player) arc heat in [0,1] (stat)
96 .float arc_smoke_sound;
99 void Ent_ReadArcBeam(float isnew);
103 .float beam_thickness;
104 .float beam_traileffect;
105 .float beam_hiteffect;
106 .float beam_hitlight[4]; // 0: radius, 123: rgb
107 .float beam_muzzleeffect;
108 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
111 .entity beam_muzzleentity;
113 .float beam_degreespersegment;
114 .float beam_distancepersegment;
115 .float beam_usevieworigin;
116 .float beam_initialized;
117 .float beam_maxangle;
119 .float beam_returnspeed;
120 .float beam_tightness;
121 .vector beam_shotorigin;
123 entity Draw_ArcBeam_callback_entity;
124 float Draw_ArcBeam_callback_last_thickness;
125 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
126 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
129 #ifdef IMPLEMENTATION
131 void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
133 float W_Arc_Beam_Send(entity to, int sf)
135 WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
137 // Truncate information when this beam is displayed to the owner client
138 // - The owner client has no use for beam start position or directions,
139 // it always figures this information out for itself with csqc code.
140 // - Spectating the owner also truncates this information.
141 float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
142 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
144 WriteByte(MSG_ENTITY, sf);
146 if(sf & ARC_SF_SETTINGS) // settings information
148 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
149 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
150 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
151 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
152 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
153 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
155 WriteByte(MSG_ENTITY, drawlocal);
157 if(sf & ARC_SF_START) // starting location
159 WriteCoord(MSG_ENTITY, self.beam_start.x);
160 WriteCoord(MSG_ENTITY, self.beam_start.y);
161 WriteCoord(MSG_ENTITY, self.beam_start.z);
163 if(sf & ARC_SF_WANTDIR) // want/aim direction
165 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
166 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
167 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
169 if(sf & ARC_SF_BEAMDIR) // beam direction
171 WriteCoord(MSG_ENTITY, self.beam_dir.x);
172 WriteCoord(MSG_ENTITY, self.beam_dir.y);
173 WriteCoord(MSG_ENTITY, self.beam_dir.z);
175 if(sf & ARC_SF_BEAMTYPE) // beam type
177 WriteByte(MSG_ENTITY, self.beam_type);
183 void Reset_ArcBeam(entity player, vector forward)
185 if (!player.arc_beam) {
188 player.arc_beam.beam_dir = forward;
189 player.arc_beam.beam_teleporttime = time;
192 float Arc_GetHeat_Percent(entity player)
194 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
196 player.arc_overheat = 0;
200 if ( player.arc_beam )
201 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
203 if ( player.arc_overheat > time )
205 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
206 * player.arc_cooldown;
211 void Arc_Player_SetHeat(entity player)
213 player.arc_heat_percent = Arc_GetHeat_Percent(player);
214 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
217 void W_Arc_Beam_Think(void)
219 if(self != self.owner.arc_beam)
227 if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
229 if(!self.beam_bursting)
230 self.beam_bursting = true;
231 burst = ARC_BT_BURSTMASK;
235 !IS_PLAYER(self.owner)
237 (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
239 self.owner.deadflag != DEAD_NO
241 (!self.owner.BUTTON_ATCK && !burst )
247 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
250 if ( WEP_CVAR(arc, cooldown) > 0 )
252 float cooldown_speed = 0;
253 if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
255 cooldown_speed = WEP_CVAR(arc, cooldown);
259 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
262 if ( cooldown_speed )
264 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
265 self.owner.arc_cooldown = cooldown_speed;
268 if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
270 Send_Effect_("arc_overheat",
271 self.beam_start, self.beam_wantdir, 1 );
272 sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
276 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
278 if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
279 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
281 // note: this doesn't force the switch
282 W_SwitchToOtherWeapon(self);
290 float coefficient = frametime;
291 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
295 { rootammo = WEP_CVAR(arc, burst_ammo); }
297 { rootammo = WEP_CVAR(arc, beam_ammo); }
301 coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
302 self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
305 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
306 self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
308 makevectors(self.owner.v_angle);
316 WEP_CVAR(arc, beam_damage) * coefficient,
317 WEP_CVAR(arc, beam_range)
320 // After teleport, "lock" the beam until the teleport is confirmed.
321 if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
322 w_shotdir = self.beam_dir;
325 // network information: shot origin and want/aim direction
326 if(self.beam_start != w_shotorg)
328 self.SendFlags |= ARC_SF_START;
329 self.beam_start = w_shotorg;
331 if(self.beam_wantdir != w_shotdir)
333 self.SendFlags |= ARC_SF_WANTDIR;
334 self.beam_wantdir = w_shotdir;
337 if(!self.beam_initialized)
339 self.beam_dir = w_shotdir;
340 self.beam_initialized = true;
343 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
344 // idea: blend together self.beam_dir with the inverted direction the player is moving in
345 // might have to make some special accomodation so that it only uses view_right and view_up
347 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
350 if(self.beam_dir != w_shotdir)
352 // calculate how much we're going to move the end of the beam to the want position
353 // WEAPONTODO (server and client):
354 // blendfactor never actually becomes 0 in this situation, which is a problem
355 // regarding precision... this means that self.beam_dir and w_shotdir approach
356 // eachother, however they never actually become the same value with this method.
357 // Perhaps we should do some form of rounding/snapping?
358 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
359 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
361 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
362 float blendfactor = bound(
364 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
365 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
367 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
371 // the radius is not too far yet, no worries :D
372 float blendfactor = bound(
374 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
377 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
380 // network information: beam direction
381 self.SendFlags |= ARC_SF_BEAMDIR;
383 // calculate how many segments are needed
384 float max_allowed_segments;
386 if(WEP_CVAR(arc, beam_distancepersegment))
388 max_allowed_segments = min(
390 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
393 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
395 if(WEP_CVAR(arc, beam_degreespersegment))
402 WEP_CVAR(arc, beam_maxangle)
405 WEP_CVAR(arc, beam_degreespersegment)
410 else { segments = 1; }
412 else { segments = 1; }
414 vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
415 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
418 float new_beam_type = 0;
419 vector last_origin = w_shotorg;
420 for(i = 1; i <= segments; ++i)
422 // WEAPONTODO (client):
423 // In order to do nice fading and pointing on the starting segment, we must always
424 // have that drawn as a separate triangle... However, that is difficult to do when
425 // keeping in mind the above problems and also optimizing the amount of segments
426 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
428 vector new_origin = bezier_quadratic_getpoint(
433 vector new_dir = normalize(new_origin - last_origin);
435 WarpZone_traceline_antilag(
441 ANTILAG_LATENCY(self.owner)
444 // Do all the transforms for warpzones right now, as we already
445 // "are" in the post-trace system (if we hit a player, that's
446 // always BEHIND the last passed wz).
447 last_origin = trace_endpos;
448 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
449 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
450 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
451 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
456 trace_ent.classname == "body"
458 IS_MONSTER(trace_ent)
461 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
463 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
464 // NO. trace_endpos should be just fine. If not,
465 // that's an engine bug that needs proper debugging.
466 vector hitorigin = trace_endpos;
468 float falloff = ExponentialFalloff(
469 WEP_CVAR(arc, beam_falloff_mindist),
470 WEP_CVAR(arc, beam_falloff_maxdist),
471 WEP_CVAR(arc, beam_falloff_halflifedist),
472 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
475 if(is_player && SAME_TEAM(self.owner, trace_ent))
477 float roothealth, rootarmor;
480 roothealth = WEP_CVAR(arc, burst_healing_hps);
481 rootarmor = WEP_CVAR(arc, burst_healing_aps);
485 roothealth = WEP_CVAR(arc, beam_healing_hps);
486 rootarmor = WEP_CVAR(arc, beam_healing_aps);
489 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
491 trace_ent.health = min(
492 trace_ent.health + (roothealth * coefficient),
493 WEP_CVAR(arc, beam_healing_hmax)
496 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
498 trace_ent.armorvalue = min(
499 trace_ent.armorvalue + (rootarmor * coefficient),
500 WEP_CVAR(arc, beam_healing_amax)
504 // stop rot, set visual effect
505 if(roothealth || rootarmor)
507 trace_ent.pauserothealth_finished = max(
508 trace_ent.pauserothealth_finished,
509 time + autocvar_g_balance_pause_health_rot
511 trace_ent.pauserotarmor_finished = max(
512 trace_ent.pauserotarmor_finished,
513 time + autocvar_g_balance_pause_armor_rot
515 new_beam_type = ARC_BT_HEAL;
524 { rootdamage = WEP_CVAR(arc, burst_damage); }
526 { rootdamage = WEP_CVAR(arc, beam_damage); }
529 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
531 if(accuracy_isgooddamage(self.owner, trace_ent))
537 rootdamage * coefficient * falloff
545 rootdamage * coefficient * falloff,
548 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
551 new_beam_type = ARC_BT_HIT;
555 else if(trace_fraction != 1)
557 // we collided with geometry
558 new_beam_type = ARC_BT_WALL;
563 // te_explosion(trace_endpos);
565 // if we're bursting, use burst visual effects
566 new_beam_type |= burst;
568 // network information: beam type
569 if(new_beam_type != self.beam_type)
571 self.SendFlags |= ARC_SF_BEAMTYPE;
572 self.beam_type = new_beam_type;
575 self.owner.beam_prev = time;
576 self.nextthink = time;
579 void W_Arc_Beam(float burst)
582 // only play fire sound if 1 sec has passed since player let go the fire button
583 if(time - self.beam_prev > 1)
584 sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
586 entity beam = self.arc_beam = spawn();
587 beam.classname = "W_Arc_Beam";
588 beam.solid = SOLID_NOT;
589 beam.think = W_Arc_Beam_Think;
591 beam.movetype = MOVETYPE_NONE;
592 beam.bot_dodge = true;
593 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
594 beam.beam_bursting = burst;
595 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
597 WITH(entity, self, beam, beam.think());
602 makevectors(self.v_angle);
603 W_SetupShot_Range(self,true,0,"",0,0,0);
605 vector smoke_origin = w_shotorg + self.velocity*frametime;
606 if ( self.arc_overheat > time )
608 if ( random() < self.arc_heat_percent )
609 Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
610 if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
612 Send_Effect_("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
613 if ( !self.arc_smoke_sound )
615 self.arc_smoke_sound = 1;
616 sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
620 else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
621 self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
623 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
624 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
625 Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
628 if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
629 !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
631 self.arc_smoke_sound = 0;
632 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
636 METHOD(Arc, wr_aim, bool(entity thiswep))
639 if(WEP_CVAR(arc, beam_botaimspeed))
641 self.BUTTON_ATCK = bot_aim(
642 WEP_CVAR(arc, beam_botaimspeed),
644 WEP_CVAR(arc, beam_botaimlifetime),
650 self.BUTTON_ATCK = bot_aim(
659 METHOD(Arc, wr_think, bool(entity thiswep, bool fire1, bool fire2))
662 Arc_Player_SetHeat(self);
665 if (time >= self.arc_overheat)
666 if (fire1 || fire2 || self.arc_beam.beam_bursting)
669 if(self.arc_BUTTON_ATCK_prev)
672 if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
673 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
676 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
679 if((!self.arc_beam) || wasfreed(self.arc_beam))
681 if(weapon_prepareattack(!!fire2, 0))
685 if(!self.arc_BUTTON_ATCK_prev)
687 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
688 self.arc_BUTTON_ATCK_prev = true;
696 if(self.arc_BUTTON_ATCK_prev)
698 sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
699 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
700 ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
702 self.arc_BUTTON_ATCK_prev = false;
706 if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
709 self.arc_count = autocvar_g_balance_arc_secondary_count;
710 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
711 self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
717 METHOD(Arc, wr_init, bool(entity thiswep))
719 if(!arc_shotorigin[0])
721 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
722 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
723 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
724 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
726 ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
729 METHOD(Arc, wr_checkammo1, bool(entity thiswep))
732 return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
734 METHOD(Arc, wr_checkammo2, bool(entity thiswep))
737 return WEP_CVAR(arc, overheat_max) > 0 &&
738 ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
740 METHOD(Arc, wr_config, bool(entity thiswep))
742 ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
745 METHOD(Arc, wr_killmessage, bool(entity thiswep))
747 return WEAPON_ARC_MURDER;
749 METHOD(Arc, wr_drop, bool(entity thiswep))
751 weapon_dropevent_item.arc_overheat = self.arc_overheat;
752 weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
753 self.arc_overheat = 0;
754 self.arc_cooldown = 0;
757 METHOD(Arc, wr_pickup, bool(entity thiswep))
759 if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
760 weapon_dropevent_item.arc_overheat > time )
762 self.arc_overheat = weapon_dropevent_item.arc_overheat;
763 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
769 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
771 entity beam = Draw_ArcBeam_callback_entity;
772 vector transformed_view_org;
773 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
775 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
776 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
777 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
783 if(trace_fraction != 1)
785 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
786 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
787 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
797 // decide upon thickness
798 float thickness = beam.beam_thickness;
800 // draw primary beam render
801 vector top = hitorigin + (thickdir * thickness);
802 vector bottom = hitorigin - (thickdir * thickness);
804 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
805 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
807 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
810 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
816 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
822 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
828 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
834 // draw trailing particles
836 // - Don't use spammy particle counts here, use a FEW small particles around the beam
837 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
838 if(beam.beam_traileffect)
840 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
843 // set up for the next
844 Draw_ArcBeam_callback_last_thickness = thickness;
845 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
846 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
849 void Reset_ArcBeam(void)
852 for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
853 e.beam_initialized = false;
855 for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
856 e.beam_initialized = false;
860 void Draw_ArcBeam(void)
862 float dt = time - self.move_time;
863 self.move_time = time;
864 if(dt <= 0) { return; }
866 if(!self.beam_usevieworigin)
868 InterpolateOrigin_Do();
871 // origin = beam starting origin
872 // v_angle = wanted/aim direction
873 // angles = current direction of beam
876 vector wantdir; //= view_forward;
877 vector beamdir; //= self.beam_dir;
880 if(self.beam_usevieworigin)
883 // Currently we have to replicate nearly the same method of figuring
884 // out the shotdir that the server does... Ideally in the future we
885 // should be able to acquire this from a generalized function built
886 // into a weapon system for client code.
888 // find where we are aiming
889 makevectors(warpzone_save_view_angles);
890 vector forward = v_forward;
891 vector right = v_right;
894 // decide upon start position
895 if(self.beam_usevieworigin == 2)
896 { start_pos = warpzone_save_view_origin; }
898 { start_pos = self.origin; }
900 // trace forward with an estimation
903 start_pos + forward * self.beam_range,
908 // untransform in case our trace went through a warpzone
909 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
911 // un-adjust trueaim if shotend is too close
912 if(vlen(end_pos - start_pos) < g_trueaim_minrange)
913 end_pos = start_pos + (forward * g_trueaim_minrange);
915 // move shot origin to the actual gun muzzle origin
916 vector origin_offset =
917 right * -self.beam_shotorigin.y
918 + up * self.beam_shotorigin.z;
920 start_pos = start_pos + origin_offset;
922 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
923 traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
924 start_pos = trace_endpos;
926 // calculate the aim direction now
927 wantdir = normalize(end_pos - start_pos);
929 if(!self.beam_initialized)
931 self.beam_dir = wantdir;
932 self.beam_initialized = true;
935 if(self.beam_dir != wantdir)
937 // calculate how much we're going to move the end of the beam to the want position
938 // WEAPONTODO (server and client):
939 // blendfactor never actually becomes 0 in this situation, which is a problem
940 // regarding precision... this means that self.beam_dir and w_shotdir approach
941 // eachother, however they never actually become the same value with this method.
942 // Perhaps we should do some form of rounding/snapping?
943 float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
944 if(angle && (angle > self.beam_maxangle))
946 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
947 float blendfactor = bound(
949 (1 - (self.beam_returnspeed * frametime)),
950 min(self.beam_maxangle / angle, 1)
952 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
956 // the radius is not too far yet, no worries :D
957 float blendfactor = bound(
959 (1 - (self.beam_returnspeed * frametime)),
962 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
965 // calculate how many segments are needed
966 float max_allowed_segments;
968 if(self.beam_distancepersegment)
970 max_allowed_segments = min(
972 1 + (vlen(wantdir / self.beam_distancepersegment))
975 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
977 if(self.beam_degreespersegment)
987 self.beam_degreespersegment
992 else { segments = 1; }
994 else { segments = 1; }
996 // set the beam direction which the rest of the code will refer to
997 beamdir = self.beam_dir;
999 // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
1000 self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1004 // set the values from the provided info from the networked entity
1005 start_pos = self.origin;
1006 wantdir = self.v_angle;
1007 beamdir = self.angles;
1009 if(beamdir != wantdir)
1011 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1013 // calculate how many segments are needed
1014 float max_allowed_segments;
1016 if(self.beam_distancepersegment)
1018 max_allowed_segments = min(
1020 1 + (vlen(wantdir / self.beam_distancepersegment))
1023 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1025 if(self.beam_degreespersegment)
1035 self.beam_degreespersegment
1037 max_allowed_segments
1040 else { segments = 1; }
1042 else { segments = 1; }
1045 setorigin(self, start_pos);
1046 self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1048 vector beam_endpos = (start_pos + (beamdir * self.beam_range));
1049 vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
1051 Draw_ArcBeam_callback_entity = self;
1052 Draw_ArcBeam_callback_last_thickness = 0;
1053 Draw_ArcBeam_callback_last_top = start_pos;
1054 Draw_ArcBeam_callback_last_bottom = start_pos;
1056 vector last_origin = start_pos;
1057 vector original_start_pos = start_pos;
1060 for(i = 1; i <= segments; ++i)
1062 // WEAPONTODO (client):
1063 // In order to do nice fading and pointing on the starting segment, we must always
1064 // have that drawn as a separate triangle... However, that is difficult to do when
1065 // keeping in mind the above problems and also optimizing the amount of segments
1066 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1068 vector new_origin = bezier_quadratic_getpoint(
1074 WarpZone_TraceBox_ThroughZone(
1082 Draw_ArcBeam_callback
1085 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1086 // system (if we hit a player, that's always BEHIND the last passed wz).
1087 last_origin = trace_endpos;
1088 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1089 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1090 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1091 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1092 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1093 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1095 if(trace_fraction < 1) { break; }
1098 // visual effects for startpoint and endpoint
1099 if(self.beam_hiteffect)
1101 // FIXME we really should do this on the server so it actually
1102 // matches gameplay. What this client side stuff is doing is no
1103 // more than guesswork.
1104 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1106 self.beam_hiteffect,
1112 if(self.beam_hitlight[0])
1116 self.beam_hitlight[0],
1118 self.beam_hitlight[1],
1119 self.beam_hitlight[2],
1120 self.beam_hitlight[3]
1124 if(self.beam_muzzleeffect)
1127 self.beam_muzzleeffect,
1128 original_start_pos + wantdir * 20,
1133 if(self.beam_muzzlelight[0])
1136 original_start_pos + wantdir * 20,
1137 self.beam_muzzlelight[0],
1139 self.beam_muzzlelight[1],
1140 self.beam_muzzlelight[2],
1141 self.beam_muzzlelight[3]
1147 Draw_ArcBeam_callback_entity = world;
1148 Draw_ArcBeam_callback_last_thickness = 0;
1149 Draw_ArcBeam_callback_last_top = '0 0 0';
1150 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1153 void Remove_ArcBeam(void)
1155 remove(self.beam_muzzleentity);
1156 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1159 void Ent_ReadArcBeam(float isnew)
1161 int sf = ReadByte();
1166 // calculate shot origin offset from gun alignment
1167 int gunalign = autocvar_cl_gunalign;
1168 if(gunalign != 1 && gunalign != 2 && gunalign != 4)
1169 gunalign = 3; // default value
1172 self.beam_shotorigin = arc_shotorigin[gunalign];
1174 // set other main attributes of the beam
1175 self.draw = Draw_ArcBeam;
1176 self.entremove = Remove_ArcBeam;
1177 self.move_time = time;
1178 loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1182 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1183 flash.drawmask = MASK_NORMAL;
1184 flash.solid = SOLID_NOT;
1185 flash.avelocity_z = 5000;
1186 setattachment(flash, self, "");
1187 setorigin(flash, '0 0 0');
1189 self.beam_muzzleentity = flash;
1193 flash = self.beam_muzzleentity;
1196 if(sf & ARC_SF_SETTINGS) // settings information
1198 self.beam_degreespersegment = ReadShort();
1199 self.beam_distancepersegment = ReadShort();
1200 self.beam_maxangle = ReadShort();
1201 self.beam_range = ReadCoord();
1202 self.beam_returnspeed = ReadShort();
1203 self.beam_tightness = (ReadByte() / 10);
1207 if(autocvar_chase_active)
1208 { self.beam_usevieworigin = 1; }
1209 else // use view origin
1210 { self.beam_usevieworigin = 2; }
1214 self.beam_usevieworigin = 0;
1218 if(!self.beam_usevieworigin)
1220 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1221 self.iflags = IFLAG_ORIGIN;
1223 InterpolateOrigin_Undo();
1226 if(sf & ARC_SF_START) // starting location
1228 self.origin_x = ReadCoord();
1229 self.origin_y = ReadCoord();
1230 self.origin_z = ReadCoord();
1232 else if(self.beam_usevieworigin) // infer the location from player location
1234 if(self.beam_usevieworigin == 2)
1237 self.origin = view_origin;
1241 // use player origin so that third person display still works
1242 self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
1246 setorigin(self, self.origin);
1248 if(sf & ARC_SF_WANTDIR) // want/aim direction
1250 self.v_angle_x = ReadCoord();
1251 self.v_angle_y = ReadCoord();
1252 self.v_angle_z = ReadCoord();
1255 if(sf & ARC_SF_BEAMDIR) // beam direction
1257 self.angles_x = ReadCoord();
1258 self.angles_y = ReadCoord();
1259 self.angles_z = ReadCoord();
1262 if(sf & ARC_SF_BEAMTYPE) // beam type
1264 self.beam_type = ReadByte();
1265 switch(self.beam_type)
1269 self.beam_color = '1 1 1';
1270 self.beam_alpha = 0.5;
1271 self.beam_thickness = 8;
1272 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1273 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1274 self.beam_hitlight[0] = 0;
1275 self.beam_hitlight[1] = 1;
1276 self.beam_hitlight[2] = 1;
1277 self.beam_hitlight[3] = 1;
1278 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1279 self.beam_muzzlelight[0] = 0;
1280 self.beam_muzzlelight[1] = 1;
1281 self.beam_muzzlelight[2] = 1;
1282 self.beam_muzzlelight[3] = 1;
1283 if(self.beam_muzzleeffect >= 0)
1285 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1286 flash.alpha = self.beam_alpha;
1287 flash.colormod = self.beam_color;
1292 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1294 self.beam_color = '1 1 1';
1295 self.beam_alpha = 0.5;
1296 self.beam_thickness = 8;
1297 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1298 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1299 self.beam_hitlight[0] = 0;
1300 self.beam_hitlight[1] = 1;
1301 self.beam_hitlight[2] = 1;
1302 self.beam_hitlight[3] = 1;
1303 self.beam_muzzleeffect = -1; // particleeffectnum(EFFECT_GRENADE_MUZZLEFLASH);
1304 self.beam_muzzlelight[0] = 0;
1305 self.beam_muzzlelight[1] = 1;
1306 self.beam_muzzlelight[2] = 1;
1307 self.beam_muzzlelight[3] = 1;
1308 self.beam_image = "particles/lgbeam";
1309 if(self.beam_muzzleeffect >= 0)
1311 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1312 flash.alpha = self.beam_alpha;
1313 flash.colormod = self.beam_color;
1320 self.beam_color = '1 1 1';
1321 self.beam_alpha = 0.5;
1322 self.beam_thickness = 8;
1323 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
1324 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT);
1325 self.beam_hitlight[0] = 0;
1326 self.beam_hitlight[1] = 1;
1327 self.beam_hitlight[2] = 1;
1328 self.beam_hitlight[3] = 1;
1329 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1330 self.beam_muzzlelight[0] = 0;
1331 self.beam_muzzlelight[1] = 1;
1332 self.beam_muzzlelight[2] = 1;
1333 self.beam_muzzlelight[3] = 1;
1334 self.beam_image = "particles/lgbeam";
1335 if(self.beam_muzzleeffect >= 0)
1337 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1338 flash.alpha = self.beam_alpha;
1339 flash.colormod = self.beam_color;
1346 self.beam_color = '1 1 1';
1347 self.beam_alpha = 0.5;
1348 self.beam_thickness = 8;
1349 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1350 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1351 self.beam_hitlight[0] = 20;
1352 self.beam_hitlight[1] = 1;
1353 self.beam_hitlight[2] = 0;
1354 self.beam_hitlight[3] = 0;
1355 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1356 self.beam_muzzlelight[0] = 50;
1357 self.beam_muzzlelight[1] = 1;
1358 self.beam_muzzlelight[2] = 0;
1359 self.beam_muzzlelight[3] = 0;
1360 self.beam_image = "particles/lgbeam";
1361 if(self.beam_muzzleeffect >= 0)
1363 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1364 flash.alpha = self.beam_alpha;
1365 flash.colormod = self.beam_color;
1370 case ARC_BT_BURST_MISS:
1372 self.beam_color = '1 1 1';
1373 self.beam_alpha = 0.5;
1374 self.beam_thickness = 14;
1375 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1376 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1377 self.beam_hitlight[0] = 0;
1378 self.beam_hitlight[1] = 1;
1379 self.beam_hitlight[2] = 1;
1380 self.beam_hitlight[3] = 1;
1381 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1382 self.beam_muzzlelight[0] = 0;
1383 self.beam_muzzlelight[1] = 1;
1384 self.beam_muzzlelight[2] = 1;
1385 self.beam_muzzlelight[3] = 1;
1386 self.beam_image = "particles/lgbeam";
1387 if(self.beam_muzzleeffect >= 0)
1389 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1390 flash.alpha = self.beam_alpha;
1391 flash.colormod = self.beam_color;
1396 case ARC_BT_BURST_WALL:
1398 self.beam_color = '1 1 1';
1399 self.beam_alpha = 0.5;
1400 self.beam_thickness = 14;
1401 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1402 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1403 self.beam_hitlight[0] = 0;
1404 self.beam_hitlight[1] = 1;
1405 self.beam_hitlight[2] = 1;
1406 self.beam_hitlight[3] = 1;
1407 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1408 self.beam_muzzlelight[0] = 0;
1409 self.beam_muzzlelight[1] = 1;
1410 self.beam_muzzlelight[2] = 1;
1411 self.beam_muzzlelight[3] = 1;
1412 self.beam_image = "particles/lgbeam";
1413 if(self.beam_muzzleeffect >= 0)
1415 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1416 flash.alpha = self.beam_alpha;
1417 flash.colormod = self.beam_color;
1422 case ARC_BT_BURST_HEAL:
1424 self.beam_color = '1 1 1';
1425 self.beam_alpha = 0.5;
1426 self.beam_thickness = 14;
1427 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
1428 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT2);
1429 self.beam_hitlight[0] = 0;
1430 self.beam_hitlight[1] = 1;
1431 self.beam_hitlight[2] = 1;
1432 self.beam_hitlight[3] = 1;
1433 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1434 self.beam_muzzlelight[0] = 0;
1435 self.beam_muzzlelight[1] = 1;
1436 self.beam_muzzlelight[2] = 1;
1437 self.beam_muzzlelight[3] = 1;
1438 self.beam_image = "particles/lgbeam";
1439 if(self.beam_muzzleeffect >= 0)
1441 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1442 flash.alpha = self.beam_alpha;
1443 flash.colormod = self.beam_color;
1448 case ARC_BT_BURST_HIT:
1450 self.beam_color = '1 1 1';
1451 self.beam_alpha = 0.5;
1452 self.beam_thickness = 14;
1453 self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
1454 self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
1455 self.beam_hitlight[0] = 0;
1456 self.beam_hitlight[1] = 1;
1457 self.beam_hitlight[2] = 1;
1458 self.beam_hitlight[3] = 1;
1459 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1460 self.beam_muzzlelight[0] = 0;
1461 self.beam_muzzlelight[1] = 1;
1462 self.beam_muzzlelight[2] = 1;
1463 self.beam_muzzlelight[3] = 1;
1464 self.beam_image = "particles/lgbeam";
1465 if(self.beam_muzzleeffect >= 0)
1467 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1468 flash.alpha = self.beam_alpha;
1469 flash.colormod = self.beam_color;
1475 // shouldn't be possible, but lets make it colorful if it does :D
1478 self.beam_color = randomvec();
1479 self.beam_alpha = 1;
1480 self.beam_thickness = 8;
1481 self.beam_traileffect = false;
1482 self.beam_hiteffect = false;
1483 self.beam_hitlight[0] = 0;
1484 self.beam_hitlight[1] = 1;
1485 self.beam_hitlight[2] = 1;
1486 self.beam_hitlight[3] = 1;
1487 self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
1488 self.beam_muzzlelight[0] = 0;
1489 self.beam_muzzlelight[1] = 1;
1490 self.beam_muzzlelight[2] = 1;
1491 self.beam_muzzlelight[3] = 1;
1492 self.beam_image = "particles/lgbeam";
1493 if(self.beam_muzzleeffect >= 0)
1495 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1496 flash.alpha = self.beam_alpha;
1497 flash.colormod = self.beam_color;
1505 if(!self.beam_usevieworigin)
1507 InterpolateOrigin_Note();
1511 METHOD(Arc, wr_impacteffect, bool(entity thiswep))
1516 METHOD(Arc, wr_init, bool(entity thiswep))
1520 METHOD(Arc, wr_zoomreticle, bool(entity thiswep))
1522 // no weapon specific image for this weapon