4 /* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
5 /* impulse */ ATTRIB(Arc, impulse, int, 3);
6 /* flags */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
8 /* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
9 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
11 /* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
13 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
14 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
15 /* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
16 /* refname */ ATTRIB(Arc, netname, string, "arc");
17 /* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, bolt, float, NONE) \
22 P(class, prefix, bolt_ammo, float, NONE) \
23 P(class, prefix, bolt_damageforcescale, float, NONE) \
24 P(class, prefix, bolt_damage, float, NONE) \
25 P(class, prefix, bolt_edgedamage, float, NONE) \
26 P(class, prefix, bolt_force, float, NONE) \
27 P(class, prefix, bolt_health, float, NONE) \
28 P(class, prefix, bolt_lifetime, float, NONE) \
29 P(class, prefix, bolt_radius, float, NONE) \
30 P(class, prefix, bolt_refire, float, NONE) \
31 P(class, prefix, bolt_speed, float, NONE) \
32 P(class, prefix, bolt_spread, float, NONE) \
33 P(class, prefix, beam_ammo, float, NONE) \
34 P(class, prefix, beam_animtime, float, NONE) \
35 P(class, prefix, beam_botaimlifetime, float, NONE) \
36 P(class, prefix, beam_botaimspeed, float, NONE) \
37 P(class, prefix, beam_damage, float, NONE) \
38 P(class, prefix, beam_degreespersegment, float, NONE) \
39 P(class, prefix, beam_distancepersegment, float, NONE) \
40 P(class, prefix, beam_falloff_halflifedist, float, NONE) \
41 P(class, prefix, beam_falloff_maxdist, float, NONE) \
42 P(class, prefix, beam_falloff_mindist, float, NONE) \
43 P(class, prefix, beam_force, float, NONE) \
44 P(class, prefix, beam_healing_amax, float, NONE) \
45 P(class, prefix, beam_healing_aps, float, NONE) \
46 P(class, prefix, beam_healing_hmax, float, NONE) \
47 P(class, prefix, beam_healing_hps, float, NONE) \
48 P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
49 P(class, prefix, beam_maxangle, float, NONE) \
50 P(class, prefix, beam_nonplayerdamage, float, NONE) \
51 P(class, prefix, beam_range, float, NONE) \
52 P(class, prefix, beam_refire, float, NONE) \
53 P(class, prefix, beam_returnspeed, float, NONE) \
54 P(class, prefix, beam_tightness, float, NONE) \
55 P(class, prefix, burst_ammo, float, NONE) \
56 P(class, prefix, burst_damage, float, NONE) \
57 P(class, prefix, burst_healing_aps, float, NONE) \
58 P(class, prefix, burst_healing_hps, float, NONE) \
59 P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
60 P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
61 P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
62 P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
63 P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
64 P(class, prefix, switchdelay_drop, float, NONE) \
65 P(class, prefix, switchdelay_raise, float, NONE) \
66 P(class, prefix, weaponreplace, string, NONE) \
67 P(class, prefix, weaponstartoverride, float, NONE) \
68 P(class, prefix, weaponstart, float, NONE) \
69 P(class, prefix, weaponthrowable, float, NONE) \
75 REGISTER_WEAPON(ARC, arc, NEW(Arc));
79 const float ARC_MAX_SEGMENTS = 20;
80 vector arc_shotorigin[4];
86 const int ARC_BT_MISS = 0x00;
87 const int ARC_BT_WALL = 0x01;
88 const int ARC_BT_HEAL = 0x02;
89 const int ARC_BT_HIT = 0x03;
90 const int ARC_BT_BURST_MISS = 0x10;
91 const int ARC_BT_BURST_WALL = 0x11;
92 const int ARC_BT_BURST_HEAL = 0x12;
93 const int ARC_BT_BURST_HIT = 0x13;
94 const int ARC_BT_BURSTMASK = 0x10;
96 const int ARC_SF_SETTINGS = BIT(0);
97 const int ARC_SF_START = BIT(1);
98 const int ARC_SF_WANTDIR = BIT(2);
99 const int ARC_SF_BEAMDIR = BIT(3);
100 const int ARC_SF_BEAMTYPE = BIT(4);
101 const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
105 .bool arc_BUTTON_ATCK_prev; // for better animation control
107 .float beam_initialized;
108 .float beam_bursting;
109 .float beam_teleporttime;
110 .float beam_heat; // (beam) amount of heat produced
111 .float arc_overheat; // (dropped arc/player) time during which it's too hot
112 .float arc_cooldown; // (dropped arc/player) cooling speed
113 .float arc_heat_percent = _STAT(ARC_HEAT);
114 .float arc_smoke_sound;
120 .float beam_thickness;
121 .entity beam_traileffect;
122 .entity beam_hiteffect;
123 .float beam_hitlight[4]; // 0: radius, 123: rgb
124 .entity beam_muzzleeffect;
125 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
128 .entity beam_muzzleentity;
130 .float beam_degreespersegment;
131 .float beam_distancepersegment;
132 .float beam_usevieworigin;
133 .float beam_initialized;
134 .float beam_maxangle;
136 .float beam_returnspeed;
137 .float beam_tightness;
138 .vector beam_shotorigin;
140 entity Draw_ArcBeam_callback_entity;
141 float Draw_ArcBeam_callback_last_thickness;
142 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
143 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
146 #ifdef IMPLEMENTATION
148 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
150 bool W_Arc_Beam_Send(entity this, entity to, int sf)
152 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
154 // Truncate information when this beam is displayed to the owner client
155 // - The owner client has no use for beam start position or directions,
156 // it always figures this information out for itself with csqc code.
157 // - Spectating the owner also truncates this information.
158 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
159 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
161 WriteByte(MSG_ENTITY, sf);
162 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
164 if(sf & ARC_SF_SETTINGS) // settings information
166 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
167 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
168 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
169 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
170 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
171 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
173 WriteByte(MSG_ENTITY, drawlocal);
174 WriteByte(MSG_ENTITY, etof(this.owner));
176 if(sf & ARC_SF_START) // starting location
178 WriteCoord(MSG_ENTITY, this.beam_start.x);
179 WriteCoord(MSG_ENTITY, this.beam_start.y);
180 WriteCoord(MSG_ENTITY, this.beam_start.z);
182 if(sf & ARC_SF_WANTDIR) // want/aim direction
184 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
185 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
186 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
188 if(sf & ARC_SF_BEAMDIR) // beam direction
190 WriteCoord(MSG_ENTITY, this.beam_dir.x);
191 WriteCoord(MSG_ENTITY, this.beam_dir.y);
192 WriteCoord(MSG_ENTITY, this.beam_dir.z);
194 if(sf & ARC_SF_BEAMTYPE) // beam type
196 WriteByte(MSG_ENTITY, this.beam_type);
202 void Reset_ArcBeam(entity player, vector forward)
204 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
206 .entity weaponentity = weaponentities[slot];
207 if(!player.(weaponentity).arc_beam)
209 player.(weaponentity).arc_beam.beam_dir = forward;
210 player.(weaponentity).arc_beam.beam_teleporttime = time;
214 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
216 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
218 player.arc_overheat = 0;
222 if ( player.(weaponentity).arc_beam )
223 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
225 if ( player.arc_overheat > time )
227 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
228 * player.arc_cooldown;
233 void Arc_Player_SetHeat(entity player, .entity weaponentity)
235 player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
236 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
239 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
241 this.event_damage = func_null;
242 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, directhitentity);
247 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
249 W_Arc_Bolt_Explode(this, trigger);
252 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
257 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
258 return; // g_projectiles_damage says to halt
260 this.health = this.health - damage;
261 this.angles = vectoangles(this.velocity);
264 W_PrepareExplosionByDamage(this, attacker, getthink(this));
267 void W_Arc_Bolt_Touch(entity this, entity toucher)
269 PROJECTILE_TOUCH(this, toucher);
270 this.use(this, NULL, toucher);
273 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
277 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
279 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
281 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
283 missile = new(missile);
284 missile.owner = missile.realowner = actor;
285 missile.bot_dodge = true;
286 IL_PUSH(g_bot_dodge, missile);
287 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
289 missile.takedamage = DAMAGE_YES;
290 missile.health = WEP_CVAR(arc, bolt_health);
291 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
292 missile.event_damage = W_Arc_Bolt_Damage;
293 missile.damagedbycontents = true;
294 IL_PUSH(g_damagedbycontents, missile);
296 settouch(missile, W_Arc_Bolt_Touch);
297 missile.use = W_Arc_Bolt_Explode_use;
298 setthink(missile, adaptor_think2use_hittype_splash);
299 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
300 PROJECTILE_MAKETRIGGER(missile);
301 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
302 setorigin(missile, w_shotorg);
303 setsize(missile, '0 0 0', '0 0 0');
305 set_movetype(missile, MOVETYPE_FLY);
306 W_SetupProjVelocity_PRE(missile, arc, bolt_);
308 missile.angles = vectoangles(missile.velocity);
309 missile.flags = FL_PROJECTILE;
310 missile.missile_flags = MIF_SPLASH;
312 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
314 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
317 void W_Arc_Beam_Think(entity this)
319 .entity weaponentity = this.weaponentity_fld;
320 entity own = this.owner;
321 if(this != own.(weaponentity).arc_beam)
328 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
330 if(!this.beam_bursting)
331 this.beam_bursting = true;
332 burst = ARC_BT_BURSTMASK;
335 Weapon thiswep = WEP_ARC;
340 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
346 own.(weaponentity).m_switchweapon != WEP_ARC
348 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
352 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
355 if ( WEP_CVAR(arc, cooldown) > 0 )
357 float cooldown_speed = 0;
358 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
360 cooldown_speed = WEP_CVAR(arc, cooldown);
364 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
367 if ( cooldown_speed )
369 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
370 own.arc_overheat = time + this.beam_heat / cooldown_speed;
371 own.arc_cooldown = cooldown_speed;
374 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
376 Send_Effect(EFFECT_ARC_OVERHEAT,
377 this.beam_start, this.beam_wantdir, 1 );
378 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
382 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
383 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
385 // note: this doesn't force the switch
386 W_SwitchToOtherWeapon(own, weaponentity);
387 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
394 float coefficient = frametime;
395 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
399 { rootammo = WEP_CVAR(arc, burst_ammo); }
401 { rootammo = WEP_CVAR(arc, beam_ammo); }
405 coefficient = min(coefficient, own.(thiswep.ammo_field) / rootammo);
406 own.(thiswep.ammo_field) = max(0, own.(thiswep.ammo_field) - (rootammo * frametime));
409 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
410 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
412 makevectors(own.v_angle);
416 weaponentity, // TODO
421 WEP_CVAR(arc, beam_damage) * coefficient,
422 WEP_CVAR(arc, beam_range)
425 // After teleport, "lock" the beam until the teleport is confirmed.
426 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
427 w_shotdir = this.beam_dir;
430 // network information: shot origin and want/aim direction
431 if(this.beam_start != w_shotorg)
433 this.SendFlags |= ARC_SF_START;
434 this.beam_start = w_shotorg;
436 if(this.beam_wantdir != w_shotdir)
438 this.SendFlags |= ARC_SF_WANTDIR;
439 this.beam_wantdir = w_shotdir;
442 if(!this.beam_initialized)
444 this.beam_dir = w_shotdir;
445 this.beam_initialized = true;
448 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
449 // idea: blend together this.beam_dir with the inverted direction the player is moving in
450 // might have to make some special accomodation so that it only uses view_right and view_up
452 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
455 if(this.beam_dir != w_shotdir)
457 // calculate how much we're going to move the end of the beam to the want position
458 // WEAPONTODO (server and client):
459 // blendfactor never actually becomes 0 in this situation, which is a problem
460 // regarding precision... this means that this.beam_dir and w_shotdir approach
461 // eachother, however they never actually become the same value with this method.
462 // Perhaps we should do some form of rounding/snapping?
463 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
464 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
466 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
467 float blendfactor = bound(
469 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
470 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
472 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
476 // the radius is not too far yet, no worries :D
477 float blendfactor = bound(
479 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
482 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
485 // network information: beam direction
486 this.SendFlags |= ARC_SF_BEAMDIR;
488 // calculate how many segments are needed
489 float max_allowed_segments;
491 if(WEP_CVAR(arc, beam_distancepersegment))
493 max_allowed_segments = min(
495 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
498 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
500 if(WEP_CVAR(arc, beam_degreespersegment))
507 WEP_CVAR(arc, beam_maxangle)
510 WEP_CVAR(arc, beam_degreespersegment)
515 else { segments = 1; }
517 else { segments = 1; }
519 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
520 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
523 float new_beam_type = 0;
524 vector last_origin = w_shotorg;
525 for(i = 1; i <= segments; ++i)
527 // WEAPONTODO (client):
528 // In order to do nice fading and pointing on the starting segment, we must always
529 // have that drawn as a separate triangle... However, that is difficult to do when
530 // keeping in mind the above problems and also optimizing the amount of segments
531 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
533 vector new_origin = bezier_quadratic_getpoint(
538 vector new_dir = normalize(new_origin - last_origin);
540 WarpZone_traceline_antilag(
549 // Do all the transforms for warpzones right now, as we already
550 // "are" in the post-trace system (if we hit a player, that's
551 // always BEHIND the last passed wz).
552 last_origin = trace_endpos;
553 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
554 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
555 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
556 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
561 trace_ent.classname == "body"
563 IS_MONSTER(trace_ent)
566 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
568 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
569 // NO. trace_endpos should be just fine. If not,
570 // that's an engine bug that needs proper debugging.
571 vector hitorigin = trace_endpos;
573 float falloff = ExponentialFalloff(
574 WEP_CVAR(arc, beam_falloff_mindist),
575 WEP_CVAR(arc, beam_falloff_maxdist),
576 WEP_CVAR(arc, beam_falloff_halflifedist),
577 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
580 if(is_player && SAME_TEAM(own, trace_ent))
582 float roothealth, rootarmor;
585 roothealth = WEP_CVAR(arc, burst_healing_hps);
586 rootarmor = WEP_CVAR(arc, burst_healing_aps);
590 roothealth = WEP_CVAR(arc, beam_healing_hps);
591 rootarmor = WEP_CVAR(arc, beam_healing_aps);
594 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
596 trace_ent.health = min(
597 trace_ent.health + (roothealth * coefficient),
598 WEP_CVAR(arc, beam_healing_hmax)
601 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
603 trace_ent.armorvalue = min(
604 trace_ent.armorvalue + (rootarmor * coefficient),
605 WEP_CVAR(arc, beam_healing_amax)
609 // stop rot, set visual effect
610 if(roothealth || rootarmor)
612 trace_ent.pauserothealth_finished = max(
613 trace_ent.pauserothealth_finished,
614 time + autocvar_g_balance_pause_health_rot
616 trace_ent.pauserotarmor_finished = max(
617 trace_ent.pauserotarmor_finished,
618 time + autocvar_g_balance_pause_armor_rot
620 new_beam_type = ARC_BT_HEAL;
629 { rootdamage = WEP_CVAR(arc, burst_damage); }
631 { rootdamage = WEP_CVAR(arc, beam_damage); }
634 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
636 if(accuracy_isgooddamage(own, trace_ent))
642 rootdamage * coefficient * falloff
650 rootdamage * coefficient * falloff,
653 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
656 new_beam_type = ARC_BT_HIT;
660 else if(trace_fraction != 1)
662 // we collided with geometry
663 new_beam_type = ARC_BT_WALL;
668 // te_explosion(trace_endpos);
670 // if we're bursting, use burst visual effects
671 new_beam_type |= burst;
673 // network information: beam type
674 if(new_beam_type != this.beam_type)
676 this.SendFlags |= ARC_SF_BEAMTYPE;
677 this.beam_type = new_beam_type;
680 own.(weaponentity).beam_prev = time;
681 this.nextthink = time;
684 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
687 // only play fire sound if 1 sec has passed since player let go the fire button
688 if(time - actor.(weaponentity).beam_prev > 1)
689 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
691 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
692 beam.weaponentity_fld = weaponentity;
693 beam.solid = SOLID_NOT;
694 setthink(beam, W_Arc_Beam_Think);
696 set_movetype(beam, MOVETYPE_NONE);
697 beam.bot_dodge = true;
698 IL_PUSH(g_bot_dodge, beam);
699 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
700 beam.beam_bursting = burst;
701 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
703 getthink(beam)(beam);
705 void Arc_Smoke(entity actor, .entity weaponentity)
707 makevectors(actor.v_angle);
708 W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
710 vector smoke_origin = w_shotorg + actor.velocity*frametime;
711 if ( actor.arc_overheat > time )
713 if ( random() < actor.arc_heat_percent )
714 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
715 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
717 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
718 if ( !actor.arc_smoke_sound )
720 actor.arc_smoke_sound = 1;
721 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
725 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
726 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
728 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
729 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
730 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
733 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
734 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
736 actor.arc_smoke_sound = 0;
737 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
741 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
743 if(WEP_CVAR(arc, beam_botaimspeed))
745 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
748 WEP_CVAR(arc, beam_botaimspeed),
750 WEP_CVAR(arc, beam_botaimlifetime),
756 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
766 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
768 Arc_Player_SetHeat(actor, weaponentity);
769 Arc_Smoke(actor, weaponentity);
771 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
773 if (time >= actor.arc_overheat)
774 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
777 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
780 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
781 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
784 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
787 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
789 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
791 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
793 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
795 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
796 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
805 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
807 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
808 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
812 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
814 int slot = weaponslot(weaponentity);
815 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
816 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
817 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
819 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
823 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
826 actor.arc_count = autocvar_g_balance_arc_secondary_count;
827 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
828 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
832 METHOD(Arc, wr_init, void(entity thiswep))
834 if(!arc_shotorigin[0])
836 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
837 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
838 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
839 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
842 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
844 return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
846 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
848 if(WEP_CVAR(arc, bolt))
850 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
851 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
855 return WEP_CVAR(arc, overheat_max) > 0 &&
856 ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
858 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
860 if(w_deathtype & HITTYPE_SECONDARY)
861 return WEAPON_ARC_MURDER_SPRAY;
863 return WEAPON_ARC_MURDER;
865 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
867 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
868 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
869 actor.arc_overheat = 0;
870 actor.arc_cooldown = 0;
871 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
873 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
875 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
876 weapon_dropevent_item.arc_overheat > time )
878 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
879 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
882 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
884 actor.arc_overheat = 0;
885 actor.arc_cooldown = 0;
886 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
888 .entity weaponentity = weaponentities[slot];
889 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
892 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
894 actor.arc_overheat = 0;
895 actor.arc_cooldown = 0;
896 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
900 bool autocvar_cl_arcbeam_teamcolor = true;
902 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
904 if(w_deathtype & HITTYPE_SECONDARY)
907 org2 = w_org + w_backoff * 6;
908 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
909 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
913 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
915 entity beam = Draw_ArcBeam_callback_entity;
916 vector transformed_view_org;
917 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
919 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
920 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
921 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
927 if(trace_fraction != 1)
929 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
930 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
931 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
941 // decide upon thickness
942 float thickness = beam.beam_thickness;
944 // draw primary beam render
945 vector top = hitorigin + (thickdir * thickness);
946 vector bottom = hitorigin - (thickdir * thickness);
948 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
949 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
951 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
954 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
960 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
966 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
972 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
978 // draw trailing particles
980 // - Don't use spammy particle counts here, use a FEW small particles around the beam
981 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
982 if(beam.beam_traileffect)
984 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
987 // set up for the next
988 Draw_ArcBeam_callback_last_thickness = thickness;
989 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
990 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
996 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
997 e.beam_initialized = false;
999 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
1000 e.beam_initialized = false;
1004 void Draw_ArcBeam(entity this)
1006 float dt = time - this.move_time;
1007 this.move_time = time;
1008 if(dt <= 0) { return; }
1010 if(!this.beam_usevieworigin)
1012 InterpolateOrigin_Do(this);
1015 // origin = beam starting origin
1016 // v_angle = wanted/aim direction
1017 // angles = current direction of beam
1020 vector wantdir; //= view_forward;
1021 vector beamdir; //= this.beam_dir;
1024 if(this.beam_usevieworigin)
1027 // Currently we have to replicate nearly the same method of figuring
1028 // out the shotdir that the server does... Ideally in the future we
1029 // should be able to acquire this from a generalized function built
1030 // into a weapon system for client code.
1032 // find where we are aiming
1033 makevectors(warpzone_save_view_angles);
1034 vector forward = v_forward;
1035 vector right = v_right;
1038 // decide upon start position
1039 if(this.beam_usevieworigin == 2)
1040 { start_pos = warpzone_save_view_origin; }
1042 { start_pos = this.origin; }
1044 // trace forward with an estimation
1047 start_pos + forward * this.beam_range,
1052 // untransform in case our trace went through a warpzone
1053 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1055 // un-adjust trueaim if shotend is too close
1056 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1057 end_pos = start_pos + (forward * g_trueaim_minrange);
1059 // move shot origin to the actual gun muzzle origin
1060 vector origin_offset =
1061 right * -this.beam_shotorigin.y
1062 + up * this.beam_shotorigin.z;
1064 start_pos = start_pos + origin_offset;
1066 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1067 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1068 start_pos = trace_endpos;
1070 // calculate the aim direction now
1071 wantdir = normalize(end_pos - start_pos);
1073 if(!this.beam_initialized)
1075 this.beam_dir = wantdir;
1076 this.beam_initialized = true;
1079 if(this.beam_dir != wantdir)
1081 // calculate how much we're going to move the end of the beam to the want position
1082 // WEAPONTODO (server and client):
1083 // blendfactor never actually becomes 0 in this situation, which is a problem
1084 // regarding precision... this means that this.beam_dir and w_shotdir approach
1085 // eachother, however they never actually become the same value with this method.
1086 // Perhaps we should do some form of rounding/snapping?
1087 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1088 if(angle && (angle > this.beam_maxangle))
1090 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1091 float blendfactor = bound(
1093 (1 - (this.beam_returnspeed * frametime)),
1094 min(this.beam_maxangle / angle, 1)
1096 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1100 // the radius is not too far yet, no worries :D
1101 float blendfactor = bound(
1103 (1 - (this.beam_returnspeed * frametime)),
1106 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1109 // calculate how many segments are needed
1110 float max_allowed_segments;
1112 if(this.beam_distancepersegment)
1114 max_allowed_segments = min(
1116 1 + (vlen(wantdir / this.beam_distancepersegment))
1119 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1121 if(this.beam_degreespersegment)
1131 this.beam_degreespersegment
1133 max_allowed_segments
1136 else { segments = 1; }
1138 else { segments = 1; }
1140 // set the beam direction which the rest of the code will refer to
1141 beamdir = this.beam_dir;
1143 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1144 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1148 // set the values from the provided info from the networked entity
1149 start_pos = this.origin;
1150 wantdir = this.v_angle;
1151 beamdir = this.angles;
1153 if(beamdir != wantdir)
1155 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1157 // calculate how many segments are needed
1158 float max_allowed_segments;
1160 if(this.beam_distancepersegment)
1162 max_allowed_segments = min(
1164 1 + (vlen(wantdir / this.beam_distancepersegment))
1167 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1169 if(this.beam_degreespersegment)
1179 this.beam_degreespersegment
1181 max_allowed_segments
1184 else { segments = 1; }
1186 else { segments = 1; }
1189 setorigin(this, start_pos);
1190 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1192 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1193 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1195 Draw_ArcBeam_callback_entity = this;
1196 Draw_ArcBeam_callback_last_thickness = 0;
1197 Draw_ArcBeam_callback_last_top = start_pos;
1198 Draw_ArcBeam_callback_last_bottom = start_pos;
1200 vector last_origin = start_pos;
1201 vector original_start_pos = start_pos;
1204 for(i = 1; i <= segments; ++i)
1206 // WEAPONTODO (client):
1207 // In order to do nice fading and pointing on the starting segment, we must always
1208 // have that drawn as a separate triangle... However, that is difficult to do when
1209 // keeping in mind the above problems and also optimizing the amount of segments
1210 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1212 vector new_origin = bezier_quadratic_getpoint(
1218 WarpZone_TraceBox_ThroughZone(
1226 Draw_ArcBeam_callback
1229 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1230 // system (if we hit a player, that's always BEHIND the last passed wz).
1231 last_origin = trace_endpos;
1232 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1233 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1234 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1235 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1236 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1237 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1239 if(trace_fraction < 1) { break; }
1242 // visual effects for startpoint and endpoint
1243 if(this.beam_hiteffect)
1245 // FIXME we really should do this on the server so it actually
1246 // matches gameplay. What this client side stuff is doing is no
1247 // more than guesswork.
1248 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1250 this.beam_hiteffect,
1256 if(this.beam_hitlight[0])
1260 this.beam_hitlight[0],
1262 this.beam_hitlight[1],
1263 this.beam_hitlight[2],
1264 this.beam_hitlight[3]
1268 if(this.beam_muzzleeffect)
1271 this.beam_muzzleeffect,
1272 original_start_pos + wantdir * 20,
1277 if(this.beam_muzzlelight[0])
1280 original_start_pos + wantdir * 20,
1281 this.beam_muzzlelight[0],
1283 this.beam_muzzlelight[1],
1284 this.beam_muzzlelight[2],
1285 this.beam_muzzlelight[3]
1291 Draw_ArcBeam_callback_entity = NULL;
1292 Draw_ArcBeam_callback_last_thickness = 0;
1293 Draw_ArcBeam_callback_last_top = '0 0 0';
1294 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1297 void Remove_ArcBeam(entity this)
1299 delete(this.beam_muzzleentity);
1300 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1303 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1305 int sf = ReadByte();
1306 int slot = ReadByte();
1311 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1313 this.beam_shotorigin = arc_shotorigin[gunalign];
1315 // set other main attributes of the beam
1316 this.draw = Draw_ArcBeam;
1317 IL_PUSH(g_drawables, this);
1318 this.entremove = Remove_ArcBeam;
1319 this.move_time = time;
1320 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1324 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1325 flash.drawmask = MASK_NORMAL;
1326 flash.solid = SOLID_NOT;
1327 flash.avelocity_z = 5000;
1328 setattachment(flash, this, "");
1329 setorigin(flash, '0 0 0');
1331 this.beam_muzzleentity = flash;
1335 flash = this.beam_muzzleentity;
1338 if(sf & ARC_SF_SETTINGS) // settings information
1340 this.beam_degreespersegment = ReadShort();
1341 this.beam_distancepersegment = ReadShort();
1342 this.beam_maxangle = ReadShort();
1343 this.beam_range = ReadCoord();
1344 this.beam_returnspeed = ReadShort();
1345 this.beam_tightness = (ReadByte() / 10);
1349 if(autocvar_chase_active)
1350 { this.beam_usevieworigin = 1; }
1351 else // use view origin
1352 { this.beam_usevieworigin = 2; }
1356 this.beam_usevieworigin = 0;
1359 this.sv_entnum = ReadByte();
1362 if(!this.beam_usevieworigin)
1364 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1365 this.iflags = IFLAG_ORIGIN;
1367 InterpolateOrigin_Undo(this);
1370 if(sf & ARC_SF_START) // starting location
1372 this.origin_x = ReadCoord();
1373 this.origin_y = ReadCoord();
1374 this.origin_z = ReadCoord();
1376 else if(this.beam_usevieworigin) // infer the location from player location
1378 if(this.beam_usevieworigin == 2)
1381 this.origin = view_origin;
1385 // use player origin so that third person display still works
1386 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1390 setorigin(this, this.origin);
1392 if(sf & ARC_SF_WANTDIR) // want/aim direction
1394 this.v_angle_x = ReadCoord();
1395 this.v_angle_y = ReadCoord();
1396 this.v_angle_z = ReadCoord();
1399 if(sf & ARC_SF_BEAMDIR) // beam direction
1401 this.angles_x = ReadCoord();
1402 this.angles_y = ReadCoord();
1403 this.angles_z = ReadCoord();
1406 if(sf & ARC_SF_BEAMTYPE) // beam type
1408 this.beam_type = ReadByte();
1410 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1411 switch(this.beam_type)
1415 this.beam_color = beamcolor;
1416 this.beam_alpha = 0.5;
1417 this.beam_thickness = 8;
1418 this.beam_traileffect = (EFFECT_ARC_BEAM);
1419 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1420 this.beam_hitlight[0] = 0;
1421 this.beam_hitlight[1] = 1;
1422 this.beam_hitlight[2] = 1;
1423 this.beam_hitlight[3] = 1;
1424 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1425 this.beam_muzzlelight[0] = 0;
1426 this.beam_muzzlelight[1] = 1;
1427 this.beam_muzzlelight[2] = 1;
1428 this.beam_muzzlelight[3] = 1;
1429 if(this.beam_muzzleeffect)
1431 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1432 flash.alpha = this.beam_alpha;
1433 flash.colormod = this.beam_color;
1438 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1440 this.beam_color = beamcolor;
1441 this.beam_alpha = 0.5;
1442 this.beam_thickness = 8;
1443 this.beam_traileffect = (EFFECT_ARC_BEAM);
1444 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1445 this.beam_hitlight[0] = 0;
1446 this.beam_hitlight[1] = 1;
1447 this.beam_hitlight[2] = 1;
1448 this.beam_hitlight[3] = 1;
1449 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1450 this.beam_muzzlelight[0] = 0;
1451 this.beam_muzzlelight[1] = 1;
1452 this.beam_muzzlelight[2] = 1;
1453 this.beam_muzzlelight[3] = 1;
1454 this.beam_image = "particles/lgbeam";
1455 if(this.beam_muzzleeffect)
1457 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1458 flash.alpha = this.beam_alpha;
1459 flash.colormod = this.beam_color;
1466 this.beam_color = beamcolor;
1467 this.beam_alpha = 0.5;
1468 this.beam_thickness = 8;
1469 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1470 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1471 this.beam_hitlight[0] = 0;
1472 this.beam_hitlight[1] = 1;
1473 this.beam_hitlight[2] = 1;
1474 this.beam_hitlight[3] = 1;
1475 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1476 this.beam_muzzlelight[0] = 0;
1477 this.beam_muzzlelight[1] = 1;
1478 this.beam_muzzlelight[2] = 1;
1479 this.beam_muzzlelight[3] = 1;
1480 this.beam_image = "particles/lgbeam";
1481 if(this.beam_muzzleeffect)
1483 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1484 flash.alpha = this.beam_alpha;
1485 flash.colormod = this.beam_color;
1492 this.beam_color = beamcolor;
1493 this.beam_alpha = 0.5;
1494 this.beam_thickness = 8;
1495 this.beam_traileffect = (EFFECT_ARC_BEAM);
1496 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1497 this.beam_hitlight[0] = 20;
1498 this.beam_hitlight[1] = 1;
1499 this.beam_hitlight[2] = 0;
1500 this.beam_hitlight[3] = 0;
1501 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1502 this.beam_muzzlelight[0] = 50;
1503 this.beam_muzzlelight[1] = 1;
1504 this.beam_muzzlelight[2] = 0;
1505 this.beam_muzzlelight[3] = 0;
1506 this.beam_image = "particles/lgbeam";
1507 if(this.beam_muzzleeffect)
1509 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1510 flash.alpha = this.beam_alpha;
1511 flash.colormod = this.beam_color;
1516 case ARC_BT_BURST_MISS:
1518 this.beam_color = beamcolor;
1519 this.beam_alpha = 0.5;
1520 this.beam_thickness = 14;
1521 this.beam_traileffect = (EFFECT_ARC_BEAM);
1522 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1523 this.beam_hitlight[0] = 0;
1524 this.beam_hitlight[1] = 1;
1525 this.beam_hitlight[2] = 1;
1526 this.beam_hitlight[3] = 1;
1527 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1528 this.beam_muzzlelight[0] = 0;
1529 this.beam_muzzlelight[1] = 1;
1530 this.beam_muzzlelight[2] = 1;
1531 this.beam_muzzlelight[3] = 1;
1532 this.beam_image = "particles/lgbeam";
1533 if(this.beam_muzzleeffect)
1535 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1536 flash.alpha = this.beam_alpha;
1537 flash.colormod = this.beam_color;
1542 case ARC_BT_BURST_WALL:
1544 this.beam_color = beamcolor;
1545 this.beam_alpha = 0.5;
1546 this.beam_thickness = 14;
1547 this.beam_traileffect = (EFFECT_ARC_BEAM);
1548 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1549 this.beam_hitlight[0] = 0;
1550 this.beam_hitlight[1] = 1;
1551 this.beam_hitlight[2] = 1;
1552 this.beam_hitlight[3] = 1;
1553 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1554 this.beam_muzzlelight[0] = 0;
1555 this.beam_muzzlelight[1] = 1;
1556 this.beam_muzzlelight[2] = 1;
1557 this.beam_muzzlelight[3] = 1;
1558 this.beam_image = "particles/lgbeam";
1559 if(this.beam_muzzleeffect)
1561 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1562 flash.alpha = this.beam_alpha;
1563 flash.colormod = this.beam_color;
1568 case ARC_BT_BURST_HEAL:
1570 this.beam_color = beamcolor;
1571 this.beam_alpha = 0.5;
1572 this.beam_thickness = 14;
1573 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1574 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1575 this.beam_hitlight[0] = 0;
1576 this.beam_hitlight[1] = 1;
1577 this.beam_hitlight[2] = 1;
1578 this.beam_hitlight[3] = 1;
1579 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1580 this.beam_muzzlelight[0] = 0;
1581 this.beam_muzzlelight[1] = 1;
1582 this.beam_muzzlelight[2] = 1;
1583 this.beam_muzzlelight[3] = 1;
1584 this.beam_image = "particles/lgbeam";
1585 if(this.beam_muzzleeffect)
1587 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1588 flash.alpha = this.beam_alpha;
1589 flash.colormod = this.beam_color;
1594 case ARC_BT_BURST_HIT:
1596 this.beam_color = beamcolor;
1597 this.beam_alpha = 0.5;
1598 this.beam_thickness = 14;
1599 this.beam_traileffect = (EFFECT_ARC_BEAM);
1600 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1601 this.beam_hitlight[0] = 0;
1602 this.beam_hitlight[1] = 1;
1603 this.beam_hitlight[2] = 1;
1604 this.beam_hitlight[3] = 1;
1605 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1606 this.beam_muzzlelight[0] = 0;
1607 this.beam_muzzlelight[1] = 1;
1608 this.beam_muzzlelight[2] = 1;
1609 this.beam_muzzlelight[3] = 1;
1610 this.beam_image = "particles/lgbeam";
1611 if(this.beam_muzzleeffect)
1613 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1614 flash.alpha = this.beam_alpha;
1615 flash.colormod = this.beam_color;
1621 // shouldn't be possible, but lets make it colorful if it does :D
1624 this.beam_color = randomvec();
1625 this.beam_alpha = 1;
1626 this.beam_thickness = 8;
1627 this.beam_traileffect = NULL;
1628 this.beam_hiteffect = NULL;
1629 this.beam_hitlight[0] = 0;
1630 this.beam_hitlight[1] = 1;
1631 this.beam_hitlight[2] = 1;
1632 this.beam_hitlight[3] = 1;
1633 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1634 this.beam_muzzlelight[0] = 0;
1635 this.beam_muzzlelight[1] = 1;
1636 this.beam_muzzlelight[2] = 1;
1637 this.beam_muzzlelight[3] = 1;
1638 this.beam_image = "particles/lgbeam";
1639 if(this.beam_muzzleeffect)
1641 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1642 flash.alpha = this.beam_alpha;
1643 flash.colormod = this.beam_color;
1651 if(!this.beam_usevieworigin)
1653 InterpolateOrigin_Note(this);